inFamous
FAQ/Walkthrough
Table of Contents
I - Introduction
001.0 - Contact Info
002.0 - Legal Info
003.0 - Version History
II - Collectibles, Gameplay, and Everything Else
001.0 - Controls
002.0 - Powers
003.0 - Blast Shards
004.0 - Dead Drops
005.0 - Stunts
006.0 - Trophies
007.0 - Frequently Asked Questions
III - Walkthrough
001.0 - Neon District
002.0 - Warren District
003.0 - Historic District
004.0 - Side Missions
Welcome to my inFamous FAQ.
Any questions, comments, corrections, or contributions are welcome - my email
is tarrun75(at)gmail(dot)com if you wish to contact me. Please make sure to
add something related to inFamous in the subject line so I don't have to
figure out what game you're talking about. Questions regarding something
that's already covered in the guide will not be answered. Credit will be
given to anything sent to me that I add or major corrections. For
corrections, please email me only if it's something really important,
something that will clearly confuse anyone reading.
Legal information:
This document is copyrighted Tarrun 2008.
This guide may not be reproduced under any circumstance except for personal
or private use. It may not be placed on any web site, magazine, or otherwise
distributed publicly without advanced written permission. This guide may not
be used for profit, and may only be used on gamefaqs.com. Use of this work on
any other web site or as a part of any public display is a violation of
copyright and is strictly prohibited.
Version History:
First Submission: Neon District missions complete.
Second Submission: Warren District missions and Section II complete.
Third Submission: Historic District missions complete.
Fourth Submission: Version 1.0
II - Collectibles, Gameplay, and Everything Else
001.0 - Controls
For those who don't have the instruction manual or are too lazy to read it,
this section outlines the basic controls of inFamous.
- Start - Pauses the game and enters the menu.
- Select - Brings up the map of Empire City.
- Left Analog Stick - This button moves Cole and highlights options in the
various menus.
- Right Analog Stick - The right stick controls the camera. By tilting the
stick, the player can swing the camera around in any direction.
- L3 - Creates a radar pulse and displays nearby Dead Drops, Blast Shards,
and power sources on the radar.
- R3 - Switches which hand Cole attacks with. This is useful for trying to
attack behind cover, allowing as much of Cole to remain hidden as possible.
- L2 - Drains electricity from a nearby power source to recharge Cole's
power.
- R2 - Creates a polarity wall.
- L1 - Holding down the L1 button puts Cole in targeting mode, and is the
only way to fire a standard lightning bolt. While aiming, use the right
analog stick to move your crosshairs.
- R1 - Fires a lightning bolt while in targeting mode. While not aiming,
holding R1 will lock on to nearby downed characters, allowing you leech,
heal, or restrain them.
- Triangle - The Triangle button is the action button, so pressing it will
cause Cole to look at a Point of Interest or interact with the environment.
While aiming, it causes a Megawatt Hammer, and while locked on to a downed
enemy Cole with heal them.
- Square - While standing on the ground, Square allows Cole to perform melee
combos, and while falling through the air Cole will perform a Thunder Drop.
Pressing Square while aiming causes Cole to throw a Shock Grenade, and while
locked on to a downed enemy Cole will perform a Bio Leech.
- Circle - The Circle button performs various miscellaneous actions. Near
cover it will allow Cole to crouch down and hide behind whatever object is
available, and while hanging from a ledge Cole will drop down to the ledge
below. If Cole is standing and the left analog stick is pointed in any
direction, the Circle button will cause Cole to perform a Dive Roll.
Additionally, while locked on to a downed enemy, pressing Circle performs the
Arc Restrain.
- X - While aiming, pressing X will cause a shockwave. When not in targeting
mode, the X button causes Cole to jump.
- Directional Pad - Navigates the menu items. The Up direction aims for
Precision Shots, the Down direction uses the power Lightning Storm, and the
Right direction equips your Gigawatt Blades.
002.0 - Powers
Powers are what give Cole an advantage over the common thug. All of Cole's
abilities are electric-based, and though you start out fairly weak you can
gain new abilities throughout the game. You can also upgrade your current
powers by "spending" the XP you earn by completing stunts, killing enemies,
and completing missions.
What follows is a list of all sixteen powers Cole can learn in the game, a
short description of it and its upgrades, and what requirements must be met
to acquire them. Keep in mind that even if you purchase a power's upgrades,
if you lose the required rank the upgrades' effects will not be available
until you attain that rank again.
002.01 - Lightning Bolt
Description: Fire a single bolt of electricity at a foe. The Lightning Bolt
does a moderate amount of damage and does not use power from your battery
cores, so it will likely be the attack you rely on the most.
When This Power Is Obtained: You begin the game with this power.
002.011 - Good Upgrades
- Upgrade One -
Name: Righteous Blow
Required Rank: Guardian
Cost: 800 XP
Description: Restores a moderate amount of energy each time you successfully
hit an enemy.
- Upgrade Two -
Name: Righteous Shot
Required Rank: Champion
Cost: 2900 XP
Description: Headshots chain electricity to nearby enemies.
- Upgrade Three -
Name: Righteous Strike
Required Rank: Hero
Cost: 12000 XP
Description: Restores a significant amount of energy each time you hit an
enemy. Headshots also restore health.
002.012 - Evil Upgrades
- Upgrade One -
Name: Sadistic Blow
Required Rank: Thug
Cost: 400 XP
Description: Defeated enemies have a change of triggering an electric
explosion before dying.
- Upgrade Two -
Name: Sadistic Shot
Required Rank: Outlaw
Cost: 2900 XP
Description: Increases the radius of the electric explosion.
- Upgrade Three -
Name: Sadistic Strike
Required Rank: Infamous
Cost: 12000 XP
Description: Headshots automatically trigger an electric explosion.
002.02 - Shockwave
Description: The Shockwave sends out a force that propels anything it comes
into contact with backwards. It is only effective at short range, however,
and its power will diminish as it continues traveling. The Shockwave is
particularly effective against Reaper Conduits and enemies on rooftops, since
it will send them plummeting down to the ground and a gruesome end.
When This Power Is Obtained: First Glimpse
002.021 - Good Upgrades
- Upgrade One -
Required Rank: Guardian
Cost: 800 XP
Description: People caught in the blast temporarily float in the air.
- Upgrade Two -
Required Rank: Champion
Cost: 1800 XP
Description: Increases blast force.
- Upgrade Three -
Required Rank: Hero
Cost: 2800 XP
Description: Increases blast range.
002.022 - Evil Upgrades
- Upgrade One -
Required Rank: Thug
Cost: 800 XP
Description: People and objects caught in the core of the blast get
electrified.
- Upgrade Two -
Required Rank: Outlaw
Cost: 1800 XP
Description: Increases blast force and range.
- Upgrade Three -
Required Rank: Infamous
Cost: 3300 XP
Description: Cars hit by blast are electrified, causing them to explode.
002.03 - Overload Burst
Description: Overload Burst is a power exclusive to characters with Good
Karma and does not cost any XP to purchase. Instead, you unlock the upgrades
for every five Good missions you complete. When shot at something metal,
anyone nearby will be electrocuted, making this a good skill for attacking
pesky enemies hiding behind cover.
When This Power Is Obtained: Whenever you get around to completing five Good
side missions and have a rank of Guardian, Champion, or Hero.
002.031 - The Upgrades
- Upgrade One -
Required Rank: Guardian
Cost: Five Good Side Missions Completed
Description: Fires a bolt that chains off conductive surfaces, striking
anyone using metal objects for cover.
- Upgrade Two -
Required Rank: Champion
Cost: Ten Good Side Missions Completed
Description: Doubles the damage inflicted by Overload Burst.
- Upgrade Three -
Required Rank: Hero
Cost: Fifteen Good Side Missions Completed
Description: Increases damage and reduces charging time.
002.04 - Arc Lightning
Description: Arc Lightning is a power exclusive to characters with Evil Karma
and does not cost any XP to purchase. Instead, you unlock the upgrades for
every five Evil missions you complete. Arc Lightning fires a continuous
stream of electricity and is reminiscent of the Emperor's lightning attack in
the Star Wars movies.
When This Power Is Obtained: Whenever you get around to completing five Evil
side missions and have a rank of Thug, Outlaw, or Infamous.
002.041 - The Upgrades
- Upgrade One -
Required Rank: Thug
Cost: Five Evil Side Missions Completed
Description: Releases a continuous stream of lightning.
- Upgrade Two -
Required Rank: Outlaw
Cost: Ten Evil Side Missions Completed
Description: Unlimited branching and increases damage.
- Upgrade Three -
Required Rank: Infamous
Cost: Fifteen Evil Side Missions Completed
Description: Weakened enemies trigger an electric explosion at their position
before dying.
002.05 - Shock Grenade
Description: Shock Grenades are essentially hand grenades. The grenades do
not stick to walls, but they won't roll away once they come into contact with
either the ground or an enemy. Good for crowd control or dealing out more
damage quicker, and the resulting explosion can often cause nearby cars or
other objects to explode as well, causing even more destruction. Once the
grenades come to a rest, it has about a one or two second timer before going
off.
When This Power Is Obtained: High Ground
002.051 - Good Upgrades
- Upgrade One -
Required Rank: Guardian
Cost: 800 XP
Description: Increases knockdown time.
- Upgrade Two -
Required Rank: Champion
Cost: 1900 XP
Description: Increases blast radius and damage.
- Upgrade Three -
Required Rank: Hero
Cost: 5500 XP
Description: Increases damage and weakened enemies are automatically
restrained.
002.052 - Evil Upgrades
- Upgrade One -
Required Rank: Thug
Cost: 1200 XP
Description: Cluster of three Shock Grenades that separate on impact. Causes
splash damage.
- Upgrade Two -
Required Rank: Outlaw
Cost: 1900 XP
Description: Cluster of five Shock Grenades that separate on impact. Causes
splash damage.
- Upgrade Three -
Required Rank: Infamous
Cost: 4600 XP
Description: Cluster of seven Shock Grenades that separate on impact. Causes
splash damage.
002.06 - Megawatt Hammer
Description: The Hammer is a rocket that flies in a straight line and
explodes upon impact.
When This Power Is Obtained: Playing Hero
002.061 - Good Upgrades
- Upgrade One -
Name: Rocket Redirect
Required Rank: Guardian
Cost: 800 XP
Description: Redirect an airborne rocket by firing Lightning Bolt at the
target you wish to hit.
- Upgrade Two -
Name: Reverse Magnetism
Required Rank: Champion
Cost: 2500 XP
Description: Enemies caught in the blast temporarily float in the air.
- Upgrade Three -
Required Rank: Hero
Cost: 5300 XP
Description: Increases blast damage of rocket.
002.062 - Evil Upgrades
- Upgrade One -
Name: Mini-Rockets
Required Rank: Thug
Cost: 800 XP
Description: Adds a pair of smaller rockets that attach to their targets
before exploding.
- Upgrade Two -
Required Rank: Outlaw
Cost: 2500 XP
Description: Adds four smaller rockets that attach to their targets before
exploding.
- Upgrade Three -
Required Rank: Infamous
Cost: 5300 XP
Description: Adds six smaller rockets that attach to their targets before
exploding.
002.07 - Thunder Drop
Description: While in the air, holding down the Square button causes Cole to
store up energy. When he lands on the ground, that energy is released and
creates an earthquake that destroys anything unlucky enough to be in the way.
The closer to the center the object or enemy is, the more damage it will
receive. The upgrades for Thunder Drop are thee same for both Good and Evil
characters.
When This Power Is Obtained: You begin the game with this power.
002.071 - The Upgrades
- Upgrade One -
Cost: 800 XP
Description: Increases blast range.
- Upgrade Two -
Cost: 1300 XP
Description: People and objects caught in the center of the blast get
electrified.
- Upgrade Three -
Cost: 3200 XP
Description: Increases blast force.
002.08 - Reduce Damage
Description: As the name implies, this power reduces the amount of damage
Cole receives when attacked. This is a great power that you will definitely
want to purchase as soon as possible. The upgrades for Reduce Damage are the
same for both Good and Evil characters.
When This Power Is Obtained: This power is available as soon as you obtain
enough XP to purchase it.
002.081 - The Upgrades
- Upgrade One -
Cost: 600 XP
Description: 10% Damage Reduction.
- Upgrade Two -
Cost: 1800 XP
Description: 20% Damage Reduction.
- Upgrade Three -
Cost: 2600 XP
Description: 30% Damage Reduction.
002.09 - Melee
Description: Even with all of your super powers, sometimes nothing can quite
get the job done like a good punch in the face. Melee boosts the attack power
of your melee attacks. The upgrades for Melee are the same for both Good and
Evil characters.
When This Power Is Obtained: This power is available as soon as you obtain
enough XP to purchase it.
002.091 - The Upgrades
- Upgrade One -
Cost: 600 XP
Description: Increases melee damage.
- Upgrade Two -
Cost: 1000 XP
Description: Further increases melee damage.
- Upgrade Three -
Cost: 1500 XP
Description: Maximum increase to melee damage.
002.10 - Electric Drain
Description: Electric Drain is the source of Cole's power - the ability to
leech life from nearby power sources to charge his own attacks and replenish
his life. The upgrades for Electric Drain are the same for both Good and Evil
characters.
When This Power Is Obtained: This power is available as soon as you obtain
enough XP to purchase it.
002.101 - The Upgrades
- Upgrade One -
Cost: 800 XP
Description: Increases the rate of electricity drain.
- Upgrade Two -
Cost: 1400 XP
Description: Automatically recharge energy by grinding on electrified power
lines or train tracks.
- Upgrade Three -
Cost: 2000 XP
Description: Once your Karma meter fills to full Good or Evil, press left on
the Directional pad to activate Karmic Overload. For a short period of time,
you'll have unlimited energy.
002.11 - Polarity Wall
Description: Polarity Wall creates an electric field that serves as a shield,
deflecting any gunfire that hits it. This power does not use battery cores
and can be used as long as you aren't in targeting mode (holding L1). The
upgrades for Polarity are the same for both Good and Evil characters.
When This Power Is Obtained: Light in the Tunnel
002.111 - The Upgrades
- Upgrade One -
Cost: 1600 XP
Description: Converts blocked damage into energy.
- Upgrade Two -
Cost: 3000 XP
Description: Increase the size of the wall.
002.12 - Pulse Heal
Description: When you come across an injured civilian lying on the ground,
lock onto them by holding R1 and hold Triangle to heal them. Besides personal
satisfaction, you'll gain three Good XP for your noble deed. Pulse Heal
doesn't have any upgrades.
When This Power Is Obtained: Blood Trail
002.13 - Arc Restraint
Description: When you come across an injured enemy lying on the ground, lock
onto them by holding R1 and press Circle to non-lethally incapacitate them.
You'll earn one Good XP for doing so on a normal enemy and five Good XP for
restraining a Conduit. Arc Restraint doesn't have any upgrades.
When This Power Is Obtained: Blood Trail
002.14 - Bio-Leech
Description: When you come across an injured enemy lying on the ground, lock
onto them by holding R1 and tap the Square button to drain the life from
their body, restoring your battery cores in the process. You'll also earn one
Evil XP for it. Bio-Leech doesn't have any upgrades.
When This Power Is Obtained: Blood Trail
002.15 - Precision Shot
Description: Taking a leaf from the Max Payne book, if you hold down the Up
button on the directional pad your crosshairs will zoom in and time will slow
down, allowing you to carefully aim and get a near-perfect shot at the cost
of a boatload of energy. Precision Shot doesn't have any upgrades.
When This Power Is Obtained: No Protection
002.16 - Lightning Storm
Description: Press Down on the directional pad to begin this attack.
Lightning will strike and begin moving forward before you can control its
direction with the controller's SixAxis. It's an absolutely devastating
attack and is fun for playing God to smite your enemies. Lightning Storm
doesn't have any upgrades.
When This Power Is Obtained: Vengeance
002.17 - Gigawatt Blades
Description: Press Right on the directional pad to begin this attack. Cole
will equip himself with the Gigawatt Blades and can use them for a single
attack, otherwise you'll unequip them after about a minute. The Gigawatt
Blades are extremely powerful and are able to kill most regular enemies in a
single hit even before you factor in its upgrades.
When This Power Is Obtained: You can only use the Gigawatt Blades if you pre-
ordered the game or purchased a special edition copy from certain retailers.
If you have, you can download the Blades online.
002.171 - The Upgrades
- Upgrade One -
Cost: 600 XP
Description: Increases melee damage.
- Upgrade Two -
Cost: 1000 XP
Description: Further increases melee damage.
- Upgrade Three -
Cost: 2000 XP
Description: Maximum increase to melee damage.
003.0 - Blast Shards
Blast Shards are pieces of metal with a glowing blue aura around them that
have been scattered around Empire City. As Cole collects Blast Shards, your
number of battery cores will increase to a maximum of twenty-four from the
original twelve you began with.
There are a total of 350 Blast Shards in Empire City. Besides acquiring new
battery cores, you can also earn three trophies - Junior Geologist, Member of
the Mineral Club, and Rock Hound - depending on how many you've found. There
are other Blast Shards that you can earn through side missions, but these
only count towards increasing battery cores.
As for actually collecting them, the easiest way is by simply keeping your
eyes open while exploring the city. While some Shards are hidden, there are
just as many out in the open stuck against the side of buildings. You'll
easily be able to score a few battery cores just by picking up the Blast
Shards you find as you play through the missions.
For a more precise approach, you can use your radar. When you press L3, any
Blast Shards in the area will appear as a large blue dot on your radar. From
there, you simply have to start at one end of the island and go block by
block, checking your radar for any new Shards. Yes, this is extremely time
consuming and only very dedicated players will manage to find every single
one, but that's what it takes. I would also recommend completing the side
missions before doing this to avoid being distracted by gang members looking
to pick a fight with you.
Number of Blast Shards in the Neon District: 147
Number of Blast Shards in the Warren District: 135
Number of Blast Shards in the Historic District: 68
004.0 - Dead Drops (incomplete)
Dead Drops are satellites that contain audio clips created by John. You first
encounter a Dead Drop in the mission Mysterious Strangers, and Moya provides
you with a decoder to listen to the encrypted messages. These satellites are
found on the rooftops of buildings throughout Empire City, and you can go
back and listen to any of them by entering the Pause Menu and selecting Dead
Drops.
You can search for Dead Drops in a similar way that you search for Blast
Shards. When you press L3, a white ring will appear around your radar and
begin flashing. As it flashes, bits of the ring will disappear until it
focuses on a single direction - that's where the nearest Dead Drop can be
found. As you get closer to it, the ring will become a white circle on a
single point on your radar, allowing you to hone in and locate its exact
position. Once you're within range you'll also hear the Dead Drop beeping.
Number of Dead Drops in the Neon District: 13
Number of Dead Drops in the Warren District: 14
Number of Dead Drops in the Historic District: 5
005.0 - Stunts
Stunts are essentially style points in inFamous. Sure, just blasting an enemy
gets the job done, but there's no reason not to reward a little flair. Some
of them are pretty easy to accomplish, and you'll probably score a few just
in the course of fighting enemies. Others will take a little planning and
luck. Every time you complete a stunt you'll be rewarded a certain amount of
XP, and you'll continue to receive these bonuses every time you complete a
given stunt.
Stunt: Melee Finisher
XP Earned on Normal: 5
XP Earned on Hard: 3
How to Earn This Stunt: Perform at least a three-hit melee combo to kill an
enemy. This is one of the easiest stunts to perform.
Stunt: Ride the Lightning
XP Earned on Normal: 5
XP Earned on Hard: 3
How to Earn This Stunt: Kill an enemy with a Precision Shot while grinding on
a power line or train track. This will take some planning to actually find
the right place, but actually performing the stunt is fairly easy.
Stunt: Air Strike
XP Earned on Normal: 5
XP Earned on Hard: 3
How to Earn This Stunt: Kill an enemy with a lightning bolt while you're in
the air. I recommend standing on a rooftop, shooting an enemy a few times to
weaken him, and then jumping down and attacking to finish him off. If you're
Good, use a shockwave to blast them into the air, and then finish them off as
they're coming back down.
Stunt: Enviro Take Down
XP Earned on Normal: 10
XP Earned on Hard: 7
How to Earn This Stunt: Kill an enemy by causing an explosion and catching
them in the blast. This does not include shock grenades or megawatt hammers,
but rather explosions from shooting propane tanks or destroying cars.
Stunt: High Fall
XP Earned on Normal: 10
XP Earned on Hard: 7
How to Earn This Stunt: Cause an enemy to fall to his death. Remember, the
enemy has to be alive when they fall, so try and get them backed into a
corner and use a single punch or lightning bolt to knock them off.
Stunt: Flying Melee
XP Earned on Normal: 10
XP Earned on Hard: 7
How to Earn This Stunt: Kill an airborne enemy with a melee attack. The
easiest way I've found to score this stunt is by hitting an enemy off a
rooftop and using Cole's roundhouse kick to finish him off in the air. A bit
of a cheat, but it works.
Stunt: Blast and Bolt
XP Earned on Normal: 10
XP Earned on Hard: 7
How to Earn This Stunt: Use a shockwave to knock an enemy up in the air and
then kill him with a lightning bolt.
Stunt: Unquenchable Thirst
XP Earned on Normal: 10
XP Earned on Hard: 7
How to Earn This Stunt: Grind on four different power lines or train tracks
without stopping. This can be a bit tricky at first, but it's much easier to
do it on the train tracks. Using your Static Thrusters will also help you fix
any mid-air errors.
Stunt: Sticky Bomb
XP Earned on Normal: 15
XP Earned on Hard: 10
How to Earn This Stunt: Throw a grenade and hit an enemy with it. The grenade
will stick to their body and explode. Just find a group of enemies and throw
a bunch of grenades at them to get this stunt.
Stunt: Splash and Crash
XP Earned on Normal: 20
XP Earned on Hard: 14
How to Earn This Stunt: Hit an enemy with a lightning bolt while in the air,
then finish them off with a Thunder Drop.
Stunt: Crush
XP Earned on Normal: 20
XP Earned on Hard: 14
How to Earn This Stunt: Kill an enemy by crushing them with something. The
easiest way is to hit a car with a shockwave and have it flatten anyone using
it for cover.
Stunt: Right Back At Ya
XP Earned on Normal: 20
XP Earned on Hard: 14
How to Earn This Stunt: Use a shockwave to deflect an enemy's grenade back at
them and kill them.
Stunt: Whack-A-Mole
XP Earned on Normal: 20
XP Earned on Hard: 14
How to Earn This Stunt: Kill a Conduit with a Thunder Drop. Your best bet is
to do this on a Dust Man Conduit, but make sure to weaken them beforehand.
Stunt: Flying Head Shock
XP Earned on Normal: 20
XP Earned on Hard: 14
How to Earn This Stunt: Kill an enemy with a headshot after juggling them in
the air with a shockwave. This one involves more luck than anything.
Stunt: Premature Detonation
XP Earned on Normal: 25
XP Earned on Hard: 17
How to Earn This Stunt: Explode a kamikaze goon and kill another enemy in the
resulting blast.
Stunt: Insult to Injury
XP Earned on Normal: 25
XP Earned on Hard: 17
How to Earn This Stunt: Attach a sticky bomb to an enemy, then kill the enemy
before it detonates.
Stunt: Suspended Sentence
XP Earned on Normal: 30
XP Earned on Hard: 21
How to Earn This Stunt: Kill an airborne enemy with a Lightning Storm.
Stunt: Air Sticky Bomb
XP Earned on Normal: 30
XP Earned on Hard: 21
How to Earn This Stunt: Kill an enemy by attaching and detonating a sticky
bomb while they're in the air.
Stunt: Have A Nice Fall
XP Earned on Normal: 50
XP Earned on Hard: 35
How to Earn This Stunt: Cause three enemies to fall to their death with a
single shockwave.
Stunt: Up Close and Personal
XP Earned on Normal: 50
XP Earned on Hard: 35
How to Earn This Stunt: Kill five enemies within thirty seconds using only
melee attacks. The easiest way to accomplish this is by finding a Dust Man
Conduit and allowing it to release five crabs.
Stunt: Crowd Control
XP Earned on Normal: 50
XP Earned on Hard: 35
How to Earn This Stunt: Kill five enemies with a single shock grenade. This
is easy enough once you can actually get five enemies grouped together.
006.0 - Trophies
Name: AC/DC
Rank: Bronze
Description: Drain 750 megawatts of power from Empire City.
Name: Back With Trish
Rank: Bronze
Description: Reconcile with Trish.
Name: Casey Jones
Rank: Bronze
Description: Take down twenty-five enemies while riding on a moving train.
Name: Civic Leader
Rank: Silver
Description: Take over all territories in the Warren District.
Name: Clean Up Your Act
Rank: Silver
Description: Defeat Sasha
Name: Community Organizer
Rank: Bronze
Description: Take over all territories in the Neon District
Name: Confirmed Bachelor
Rank: Bronze
Description: Trish hates you.
Name: Doctor Cole
Rank: Bronze
Description: Heal 250 pedestrians.
Name: Drop Everything
Rank: Bronze
Description: Thunder Drop for a total of at least 500 meters.
Name: Electric Hobo
Rank: Bronze
Description: Ride the train for two kilometers.
Name: Evil Eats
Rank: Bronze
Description: Bad guys never share their food.
Name: Evil Exposure
Rank: Bronze
Description: Bad guys love to be seen.
Name: Evil Finish
Rank: Silver
Description: Finish the game at Infamous rank.
Name: Evil Intentions
Rank: Bronze
Description: Bad guys can't say goodbye.
Name: Evil Riot
Rank: Bronze
Description: Bad guys love starting riots.
Name: Evil Sphere
Rank: Bronze
Description: Bad guys always want more power.
Name: Evil To The Core
Rank: Silver
Description: Purchase every Evil Karma upgrade available.
Name: Evil Train
Rank: Bronze
Description: Bad guys make it clear who the boss is.
Name: Fish In A Barrel
Rank: Bronze
Description: Kill fifty enemies by using water.
Name: Frequent Flyer
Rank: Bronze
Description: Travel five kilometers using the Static Thrusters
Name: Further Down the Rabbit Hole
Rank: Bronze
Description: Collect all Dead Drops in the Warren District.
Name: Get Off My Cloud
Rank: Bronze
Description: Get one hundred High Fall stunt takedowns.
Name: Good Eats
Rank: Bronze
Description: Good guys feed the needy.
Name: Good Exposure
Rank: Bronze
Description: Good guys are heroes to others.
Name: Good Finish
Rank: Silver
Description: Beat the game at Hero rank.
Name: Good Intentions
Rank: Bronze
Description: Good guys work for the greater good.
Name: Good Riot
Rank: Bronze
Description: Good guys stand up and take the heat.
Name: Good Sphere
Rank: Bronze
Description: Good guys put a stop to the madness.
Name: Good Train
Rank: Bronze
Description: Good guys proactively facilitate transportation solutions.
Name: Goody Two Shoes
Rank: Silver
Description: Reach maximum Good Karma
Name: Hard Finish
Rank: Gold
Description: Finish the main story on the Hard difficulty without adjusting
the difficulty settings.
Name: Hotfoot
Rank: Bronze
Description: Travel twenty-five kilometers while riding the rails.
Name: InFamous
Rank: Platinum
Description: Collect all trophies.
Name: Junior Geologist
Rank: Bronze
Description: Collect 25% of the Blast Shards
Name: Just Scratched the Surface
Rank: Bronze
Description: Collect all Dead Drops in the Neon District.
Name: Member of the Mineral Club
Rank: Bronze
Description: Find 50% of the Blast Shards
Name: Oh, You've Done This Before
Rank: Bronze
Description: Take down fifty enemies by sticking them with grenades.
Name: Red Baron
Rank: Bronze
Description: Take down one hundred enemies while they are airborne.
Name: Road Kill
Rank: Bronze
Description: Take down twenty-five enemies while riding on the roof of a
moving vehicle.
Name: Rock Hound
Rank: Bronze
Description: Find 100% of the Blast Shards
Name: Stunt Coordinator
Rank: Bronze
Description: Complete any ten stunts.
Name: Stunt Man
Rank: Bronze
Description: Complete any one stunt.
Name: Stunt Master
Rank: Silver
Description: Complete of the stunts.
Name: Taking Out the Trash
Rank: Bronze
Description: Defeat Alden.
Name: The Hunger
Rank: Bronze
Description: Bio-Leech one hundred enemies.
Name: True Hero
Rank: Silver
Description: Purchase every Good Karma upgrade available.
Name: True Potential
Rank: Bronze
Description: Purchase every upgrade for a single power.
Name: Truly Infamous
Rank: Silver
Description: Reach full negative Karma.
Name: Urban Designer
Rank: Silver
Description: Take over all territories in the Historic District.
Name: You're So Sly
Rank: Bronze
Description: Collect all Dead Drops in the Historic District.
007.0 - Frequently Asked Questions
This section is dedicated to any miscellaneous questions that may arise while
playing the game. Feel free to send in your own and it may just be added here
to help out anyone else who has the same problem.
- Question: Can I be both good and evil? -
Answer: This is the big one people want to know. Both sides have some pretty
cool powers, so you may be tempted to try and play the middle of the road to
get the best of both worlds.
That being said, for all intended purposes the answer's no. If you play
through the main story switching between good and evil you'll definitely miss
out on the Infamous or Hero upgrades and probably the Outlaw and Champions
ones as well. As the saying goes, you'll be a jack-of-all-trades but a master
of none. On top of it, you can only use the power that you qualify for at
that time, so if you're currently Good you won't be able to use any of the
Evil powers, even if you purchased them.
But what about reaching the highest rank and then switching? Is it possible?
Hypothetically, I suppose it is. There's no reason you couldn't go Grand
Theft Auto and mass execute thousands of citizens until you were able to
alter your Karma from Good to Evil, but for the amount of time it would take,
is it really worth it?
Of course, you do have some flexibility, so if you're trying to be Good and
take the Evil route during a Karma Moment a few times by mistake, you can
still reach Hero status and visa versa.
- Question: Besides the powers, what else is different -
- between the Good and Evil paths? -
Answer: As you progressively get more evil Cole's skin will turn pale and his
lightning will become red and black, but you'll also see some changes in the
story. As you go through the main story you'll notice minor changes during
the missions as you choose different path via the Karma Moments, and there
are also two different endings depending on which path you take.
- Question: There aren't any side missions left but I don't' -
- control all of the territories yet! What gives!? -
Answer: There are three possibilities for a side mission not appearing. The
simplest explanation is that you haven't completed enough of the main story
missions yet, so if you've just reached a new island you should take a crack
at some of those missions first.
Second, some of the side missions require you to complete some sort of action
before they become available. This occurs most often for the Hidden Package
missions since you have to kill a specific gang member and search their body
for the photo of the package's location. The game doesn't tell you which gang
member will trigger this mission, so it's up to you to run around the
unconquered territory and hunt him down. It's easier to do this once you've
taken over all of the other territories so you'll know exactly where to look
instead of wandering into the wrong area.
Finally, there's also the possibility that the person who was supposed to
give you the side mission is no longer able to do so. For missions given out
by regular citizens, if a gang war erupts nearby they'll run away and hide.
For good missions given out by police officers, sometimes they'll go and help
the other cops fight off a gang attack. In both cases, you'll have to wait
for the commotion to die down and the person to return to their designated
spot. If they're killed, go somewhere else and wait for them to respawn, but
if they're just injured you can revive them and avoid the wait.
- Question: I'm done with the missions but still have -
- powers to purchase, what do I do? -
Answer: Go for style points, stunts are a great way to earn easy XP. Some of
them, like High Fall, Sticky Bomb, and Insult To Injury, are pretty easy to
complete, allowing you to score some free XP without really doing anything
different.
Also, search out the tougher enemies. First Sons give more XP than the other
gang members, so if you're just looking to rack up XP your best bet is to
stay in the Historic District. You should also search out Conduits and
enemies with rocket launchers, as they'll earn you more XP than the average
goon.
Lastly, don't ignore the wounded civilians. If you're Evil you can kill them
for an execution, which earns you two Evil XP, and if you're Good you'll earn
three Good XP if you use the Pulse Heal.
- Question: Why does it say my actions have made me slightly -
- more Evil or Good after a mission? What's that mean? -
Answer: This depends on how reckless you were while completing the mission
and what actions you took during the Karma Moments. Collateral damage will
make you more evil, so if you killed a lot of innocent civilians during the
mission or chose the Evil routes during the Karma Moments, your actions will
make you slightly more Evil. If you avoid killing civilians, or heal them
back to the health, you'll earn Good Karma.
- Question: What are these Gigawatt Blades I keep hearing about? -
Answer: The Gigawatt Blades are a special power that you can download if you
pre-ordered the game or purchased a special edition copy from certain
retailers. Along with the game you would receive a code that you would have
to enter when you went to download it. There was apparently a problem in the
beginning where even if you correctly downloaded the package you wouldn't
have the Gigawatt Blades in your inventory, but this seems to have been fixed
so if you experienced this problem you can just download them again and it
should work. Once you've successfully downloaded the Blades, you have to go
into the Powers menu and purchase the first upgrade for them to appear.
You can equip the Gigawatt Blades by pressing the Right button on the
directional pad, but they only last for about a minute or a single attack,
whichever comes first. The Blades are extremely powerful and will kill Dust
Men and Reapers in a single hit, and you can purchase upgrades that boost
their melee damage even more.
It's possible that Sucker Punch will release the Gigawatt Blades to the
general public sometime in the future, but for now you can only obtain them
if you have this keycode. No, I can't give you a code, and no I don't know
where you can obtain one otherwise. Sorry.
III - Walkthrough
001.0 - Neon District
001.01 - Prologue
001.02 - First Glimpse
001.03 - The Escape
001.04 - Mysterious Signals
001.05 - Medical Emergency
001.06 - Blood Trail
001.07 - High Ground
001.08 - Mind Games
001.09 - The Good Stuff
001.10 - The Rescue
001.11 - Nemesis Revealed
001.12 - No Protection
001.13 - Trish Reaches Out
001.14 - Dinner With Sasha
001.01 - Prologue
Objectives:
- Escape to safety.
The game begins with a massive explosion that destroys much of Empire City.
Afterward, the focus turns to one of the survivors, Cole, and the game
directs you to play around with the camera controls. When asked, look up at
the helicopter and then to the left at the car park. With that simple task
complete, you can finally move, so follow what remains of the street around
to reach the parking garage. Jump over the gap between the cars and explore
inside.
Despite being electrocuted, Cole miraculously survives, so run around the
corner, but watch for cars falling through the ceiling from the upper levels
and other hazards. At the opposite side of this level, climb up onto the
large pipe and walk across it to reach the street. You'll see some police
barricades down the road, so run over to initiate a cinematic.
As bolts of lightning begin striking, continue down the street towards Zeke
beyond the bridge. When you finally meet up with him, another cinematic plays
describing the aftermath of the blast.
When you take control again, you're on Zeke's roof. Here you'll get a crash
course in your newly acquired powers, so follow the on-screen prompts to
target and charge the three batteries that power the TV. The batteries have a
red light on them, and there's one to your right, one to your left, and
finally one behind you on the next roof near some mannequins. Return to Zeke
and begin attacking the mannequins until a plane flies overhead. Once it's
gone, watch the report on TV by someone calling himself "The Voice of
Survival". When it finishes, the prologue ends.
001.02 - First Glimpse
Objectives:
- Collect Zeke's gun
- Investigate the food airdropped at Archer Square.
Show off your nifty super powers by jumping off the roof and wait for Zeke to
meet up with you in the street. Zeke tells you that before heading over to
Archer Square he wants to pick up a weapon he traded for, just in case. Since
you don't really know the area that well, just follow Zeke. If you get
separated, use the mini-map in the bottom right corner to find him again,
though Zeke will also stop and wait for you if you fall behind.
When you reach the parking lot where the weapon is hidden, use a shockwave
(L1 + X) to lift up the cars to find the one with the gun underneath.
However, the shockwaves will leave Cole drained, so you'll have to find
somewhere to charge up again. Press L3 to bring up all the nearby power
sources as directed, walk over to the electric generator against the wall,
and press L2 to draw power from it.
Back at 100%, follow Zeke to Archer Square. The supply of food is caught on a
tower, so jump onto the nearby flagpole and climb up until you can jump onto
the tower itself. Find the metal pole in the far corner on this level and
climb up to reach the main girder that leads to the food. Zap the big metal
hook above it to let it drop to the ground, but a pack of Reapers crash the
party before anyone can grab a bite.
The gang can be easily identified by their red hoodies, and you can find
where they are on the radar if you can't see anyone. The Reapers mainly hide
behind cover and take potshots at you occasionally, but they're really pretty
weak so play around with the attack system while you run around beating them
up. Try to approach them at angles to avoid being shot, and if you start
taking damage, retreat for a moment and find a power source to recharge. As
the Reapers attack you from all different directions, don't stay in once
place for too long or you'll likely be caught by surprise from behind. It
takes several lightning attacks to bring them down, but you can always try
different combinations of long range and melee attacks as well. There are two
main waves of Reapers that attack, and you have to take them all out before
you can advance to the first karma moment.
- Karma Moment -
The honorable thing to do is to let everyone get their share of food, but if
you're only interested in self-preservation you can scare them off and horde
it all for yourself. If you'd like to be evil, send a shockwave out towards
the group and the rest will scatter, otherwise just stand around until the
cinematic kicks in.
Either way, you'll be awarded a trophy and the mission will end.
001.03 - The Escape
Objectives:
- Escape with Zeke from the city.
This mission begins near the bridge leading out of town on the south side of
the island. Follow the marker on your map to find it.
The government has quarantined Empire City, but Zeke is looking to try and
escape. Of course, he'd love it if you'd lend a hand with the assault on the
barricades, so run over to the bridge to check it out.
- Karma Moment -
The exit from the city is guarded by a group of riot cops, and there's an
angry mob protesting just in front of them. You could avoid taking the brunt
of the police attack if you attacked them from within the crowd to start a
riot, but that would result in the deaths of innocent civilians.
To take the evil route, stand behind the crowd and zap one of the cops to
coax them into attacking the whole crowd. If you're looking to remain
virtuous, run right up to the row of police and send a shockwave their way.
The riot police aren't a major threat, mainly because they're quite slow. As
long as you don't let them surround you, you can easily blast away at them
and quickly back up to avoid taking damage while they regroup. If you can
separate one or two from the main group, use melee combos to take them down,
otherwise use shockwaves to knock them down and finish them off with bolts of
lightning. When the whole crew is done for, zap the mechanism on the left to
open the gate and recharge if you need to before continuing.
Past the gate is a series of barricades that include more riot cops and
mounted machine guns. Unlike before, these cops will shoot at you from long
range, and the mounted turrets in particular are devastating if you get
caught out in the open in front of one. The key in these areas is patience.
Take it slow, focus on a small group or a single turret at a time, and don't
get overwhelmed. When you finish clearing an area, zap the gate switch to
proceed to the next one.
In the beginning, simply use the cover to avoid most of the gunfire and
return with your own attacks. Later on, hang from the top of the large
rectangular storage containers and shoot over them to get good looks at the
riot cops without exposing yourself too much. For the turrets, Zeke suggests
flanking them, which turns out to be a pretty solid strategy. If you can
sneak around to the side, you'll be able to catch the guy manning the turret
while he's shooting other civilians, leaving himself open for a jolt of
lightning. You can also switch which hand you attack with by pressing R3,
which comes in handy trying to shoot around a corner. Additionally, if you
walk up to the turret and press Triangle, you'll permanently disable it,
earning you more XP and preventing another cop from using it against you.
The final area on the bridge contains two mounted turrets on top of
containers. Although you may be tempted to try and climb up after them, hug
the container they're on and get behind them on the ground below to get a
clear shot. With the turrets out of commission, all that's left is to sweep
through and take out and straggling riot cops. When that's finished, head
through the final gate to watch a cinematic.
Things don't quite go as planned, and long story short you have to return to
Empire. Beneath the bridge, look up and you'll see several pipes with wheels
handles and red lights at the end. If you zap the hooks holding them up with
jolts of electricity, they'll flip down and create a convenient middle ground
between the gaps in the piping. Jump from pipe to pipe until you near the
end, when two Reapers on a platform at the far end decide to attack. At this
range they'll have a tough time hitting you, so take your time aiming and
eliminate them before continuing. At the end, recharge from the power box.
From here, look to the left - you should see a blast shard and a thin pipe
that snakes around the wall. Stand on this pipe and shimmy down and around,
collecting the shard as you go. There are several exhaust ports above your
head that blast hot smoke on regular intervals, so wait for them to pause
before crossing underneath to avoid taking damage. At the end, jump to the
hanging wire and then drop down to the platform under it.
The final area is nearly identical to the previous puzzle, only this time the
horizontal pipes will collapse underneath your weight after a few seconds.
You have more than enough time to get from one end to the other, but you
should knock the vertical pipes down before stepping on the collapsing pipe
so you'll have something to jump to. Like before, a pair of Reapers will
attack from the platform at the end, so take them out before continuing.
Finally, run along the collapsing pipes as quickly as you can and you should
be able to reach the end without a problem.
001.04 - Mysterious Signals
Objectives:
- Locate three Dead Drops for Moya.
This mission is located southwest of Zeke's rooftop. Moya will call and
mention something about an unknown signal being transmitted nearby, so follow
the marker on your mini-map to the building southeast of here. Climb up the
red water tower here and check out the satellite dish, which turns out to be
emanating the signal. These satellites are known as Dead Drops, and Moya will
ask you to retrieve the recording from it by walking up and pressing Triangle
next to it.
Unfortunately, the recording is encoded, and you'll need more samples to
decrypt it. Thankfully, you won't have to search the entire city to find one
little satellite. Instead, press L3 - besides the usual lightning bolt icons
that appear on your mini-map, you'll notice a gray ring that appears around
the map and eventually focuses on a single direction. The nearest one from
the water tower is shown to be to the south, so head in that direction,
occasionally checking the map again to hone in on the Dead Drop. As you get
closer, the gray ring will begin to become more precise and center on the
exact location. Beat up any nearby Reapers and retrieve the second Dead Drop
on the roof.
Moya still can't quite decode the Dead Drop, so use the power line in the
southeast corner of the building to cross over the street. There's a group of
Reapers guarding the last Dead Drop, so wipe them all out before getting it -
you can use a shockwave to try and knock them off the roof. Grab the last
Dead Drop to complete the mission - you can listen to any Dead Drops you
collect by selecting them in the main pause menu from now on.
001.05 - Medical Emergency
Objectives:
- Reclaim the clinic from the Reapers.
To find the marker that triggers this mission, head over to the rooftop
between Archer Square and the bridge. Moya will tell you that Reapers have
been attacking a local clinic and asks you to find the medical worker and
help him out. The medic is south of you, so follow the yellow icon on your
map to track him down. When you meet him, he'll ask you to get rid of the
Reapers that have taken over the clinic down the street.
From here it's pretty straightforward - take out the Reapers. Some of them
have shotguns and try to attack you at close range, so keep your distance and
stay behind cover to take them down. If you take out the Reapers on the roof,
you can use the higher ground to pick off the remaining Reapers in the street
as well.
Once you've won the battle, the clinic will be unlocked as a respawn location
and a small section of Neon will be considered safe from the Reapers. From
now on, any side missions you complete will secure that area of the city and
Reapers will no longer attack there.
001.06 - Blood Trail
Objectives:
- Locate Brandon, an electrician.
- Restore power to Neon.
When you reach the mission marker west of Archer Square, Moya will ask you to
locate an electrician named Brandon. Check out the alley northwest of here
and locate where the icon is pointing, behind a tractor-trailer. You'll find
the corpse of a woman, not exactly someone who looks like a "Brandon". When
you investigate the body, you'll be able to see the final moments of the
woman's life, where she was attacked and murdered by the Reapers. You'll also
see the green outline of a figure running away, and Cole will tell Moya he
can see echoes of past events. Follow after the figure - you may have trouble
keeping up with it, but you can press L3 to make it reappear nearby and show
up on your radar. You can't permanently lose track of the echo, so take you
time and fight off any Reapers that attack you.
In particular, in a back alley you'll encounter a mini-boss in the form of an
extra large, extra powerful Reaper known as a Conduit. Besides being able to
take more damage, the Conduit will occasionally send out a shockwave towards
you. The game will introduce the Combat Roll at this point (any direction +
Circle), which makes dodging the shockwaves much easier. Return fire with
your own shockwaves until it goes down, and then follow the echo to an open
area filled with catwalks and large generators. Use the generators for cover
and pick off as many Reapers as you can from a distance, just be careful
about what you hit, as some of the generators will explode. There are also a
few remaining Reapers who hide behind their own generators and wait for you
to walk by, so locate them on your radar and take them down.
At the end of the facility you'll find an electrical station, but a Reaper
wearing an explosive vest will destroy the power grid and knock out the
electricity in this area of Neon. Follow the echo back into the street, and
it stops on top of a manhole. Press Triangle to open it up and climb down.
Down in the sewers, make your way to the transformer by jumping to the
various metal pillars and partially destroyed catwalks. Avoid falling into
the water, which will cause massive damage to Cole's electric body. Once you
reach the conduit, reestablish the circuit to gain three new power - Pulse
Heal, Arc Restraint, and Bio-Leech, which you can use on and injured enemies
or citizens you find. Pulse Heal with revive any injured citizens you find
lying around reward you three XP for it, Arc Restraint creates a pair of
electric handcuffs than non-lethally incapacitates injured enemies and
rewards one Good XP, and Bio-Leech replenishes your power from an injured
individual and earn you one Evil XP.
After healing the injured guy nearby, he'll show his thanks by letting you in
through the gate where there are some people you can heal, leech from, and
restrain to test out your cool new powers. Beyond this camp are a pack of
Reapers, so eliminate them and continue to the end, where you'll find
Brandon.
- Karma Moment -
Poor Brandon is keeping you locked out because the Reapers are threatening to
kill his wife if he doesn't comply. Unfortunately for him, that corpse you
found earlier happens to be Brandon's wife, leaving him no reason to continue
helping the Reapers.
If you want some good karma, press Triangle near the gate to tell Brandon
about the fate of his wife. If you're looking for some juicy evil karma, kill
him.
Afterward, head down the walkway and stand in front of the dead generator.
You'll see the familiar red light that indicates it requires a charge, so zap
the battery until power is restored to the city. Mission complete.
001.07 - High Ground
Objectives:
- Recharge the cell tower.
- Restore power to Neon.
The Reapers have once again knocked out the power to part of the city, so
it's up to you to return things to normal. What this means, of course, is
that the number of places you can recharge have been cut down dramatically.
The cell tower you need to power up first, however, is fortunately very close
by - just across the street, in fact. Use the power line to cross the street
and reach the rooftop, where you'll have to blast the cell tower with all of
your energy to charge it. Being electrically drained is a bad call in most
situations, but when there are several Reaper-manned anti-aircraft guns, it's
even more of a problem.
Luckily there are a few backup generators still running in the area, so head
over to the nearest rooftop and steal its juice.
Back at 100%, now it's time to turn to the main problem at hand - powering
the city back up. Once again, you have to find the manhole that leads down to
the transformer, so follow your map to the icon marked on your radar. Along
with the anti-aircraft guns, the streets are swarming with Reaper thugs, so
your best chance at remaining in one piece is to stick to the rooftops and
ignoring anyone who attacks you. Without the numerous supplies of power to
recharge, trying to fight against overwhelming odds is even more of a bad
idea than usual. When you find the manhole, drop down and enter the sewers.
There aren't any Reapers down here, but once again you have some jumping
puzzles with the metal pillars and catwalks. When you reach the conduit,
reestablish the circuit to gain a new power - Shock Grenades. Test them out
on the rubble blocking the exit just ahead to clear a path and continue. In
the next room you'll find some electrical equipment and a group of Reapers,
if you want to get some more practice in, try taking out the whole group with
a single shock grenade. The grenades work like sticky bombs, so they'll latch
onto an enemy and explode a few seconds later if you hit one.
The next group of Reapers are manning mounted turrets, one in front and one
on either side, so take cover behind the machinery and lob grenades in their
direction. Fortunately, your cover is also an unlimited supply of power, so
even if it takes a few tries you don't have to worry about running out of
juice. Remember that you can bank the grenades off of walls to make it over
the fences.
Once all three are dead, continue along this walkway, but watch out for a
pair of kamikaze Reapers that appear up ahead. Zap them from a distance and
continue to the transformer that you need to charge up. Throw a few jolts at
the panel to power it back up and complete the mission.
001.08 - Mind Games
Objectives:
- Turn off the valves dumping tar into the fountains.
- Destroy the Reaper tar truck.
Moya tells you that the fountains and drinking water around Neon are polluted
with some sort of sludge, and she wants your help purifying it again. From
the starting point, jump down and run over to the fountain and talk to Trish.
She'll treat you quite coldly, but will also point you towards the valve that
controls the flow of tar into the fountain and ask you to turn it off. Do
exactly that, and your reward is a blast in the face with the Reaper's mind-
altering goop. As Trish leads you to her ambulance to clean you off, ignore
all of the hallucinations of giant Reapers and just follow Trish.
After you're cured, Moya will tell you to locate the remaining two valves and
shut them down as well. Both of them are northwest of you in the park, so
head over and pick off any Reapers hanging around before turning the second
valve.
Once again, poor Cole receives a blast of sludge to the face and is
temporarily blinded, but Trish isn't around to help you out and some Reapers
are arriving to crash the party. Run away from the action until you come back
to your senses - everything returns to normal after a few seconds, but two of
your electricity orbs on your power meter are blacked out. Until you can cure
yourself again, they'll remain that way.
At this point, though, the Reapers you fled from before require your
attention, so head back and start taking them down one by one. The trees
around the park make for great cover, so the only real threat is another
Conduit, which you can easily take care of with a shockwave.
With the coast clear, head over to the final valve, where you have to make a
decision.
- Karma Moment -
Fool me once, shame on you. Fool me twice, shame on me. After getting a shot
in the face of the Reaper's mind-altering goop twice already, Cole is
understandably hesitant to shut down the last one. He spots a civilian
sitting nearby and reasons that it wouldn't be too difficult to scare him
into doing Cole's dirty work for him. Why he can't just stand to the side and
turn it is beyond me.
If you want to take the good route, man up, turn the valve yourself, and
receive your sludge blast as a reward. If you're evil and interested solely
in self-preservation, smack the civilian around and force him to turn it
instead.
If you decide to earn some good karma, you'll be temporarily blinded again
and will lose two more of your power orbs for the time being. Fight off some
more Reapers, including another Conduit, and head towards the tunnel on the
east side of the park to find the source of the pollution.
There are some Reapers holed up in here behind some barricades, so toss a few
shock grenades their way to take them out. Also remember that all of the
abandoned cars in the tunnel can be destroyed, and there's a good chance a
few Reapers will get caught in the blast each time. Otherwise, hurl some more
grenades and blast any remaining stragglers away.
As you near the end of the tunnel you'll become intoxicated again and the
enormous Reapers will return with a vengeance. Unlike before, these Reapers
can inflict damage on you, but thankfully a single jolt of electricity is
enough to make them disappear. Afterward you'll face a handful of normal-
sized Reapers and a Conduit putting up a last stand, but that's nothing a
shockwave and a grenade or two can't take of.
That just leaves the poor defenseless truck. Blast it with anything you have
left to destroy it, and return to Zeke's rooftop to rest up and cure yourself
of the poison to complete the mission.
001.09 - The Good Stuff
Objectives:
- Restore power to Neon.
The mission marker is uncomfortably close to another anti-aircraft turret, so
watch out for it as you begin the mission.
The sewers are remarkably similar to the others you've visited before this,
so by this point you shouldn't have any trouble with the catwalk puzzles.
When you reach the conduit, reestablish the circuit to gain a new power - the
Induction Grind. This power allows you to automatically slide along any train
tracks or power lines, launching you forward at the end like a slingshot.
This ability comes in handy immediately, as the rest of the sewers are
littered with power lines for you to grind along.
There are some Reapers scattered around a few areas, but they don't appear in
large enough groups to cause you any trouble. Zap them from a distance, and
remember that if they fall you can shoot the water to electrocute them. As
soon as you reach the transformer and recharge the generator, exit the sewers
and complete the mission.
001.10 - The Rescue
Objectives:
- Rescue the train of hostages and bring them to safety.
This mission will look familiar to anyone who played the inFamous demo. Moya
alerts you to a set of train cars filled with hostages, and it's possible
that John is among them. The area where the train is stationed, however, is
deep in Reaper territory, so you'll have to lead the train to safety to avoid
any casualties.
As Moya describes, Cole can act as a third rail, so even if the train doesn't
have power simply standing on the front car will cause the train to move.
Good deal, use a shockwave to push the abandoned cars off of the tracks and
try it out.
Everything's looking good at first, but all of a sudden the train comes to a
mysterious halt. Those pesky Reapers have disabled the circuit panel beneath
the tracks on one of the support beams, so jump down and zap it to get the
train moving again. After another block or two the train will stop again, so
you'll have to repeat the previous steps to get it powered back up. Before
you do that, however, use your height advantage to scope out any Reapers you
can find and take them out before dropping down to the street. Charge the
circuit back up and get moving again.
When the train comes to a stop this time, more Reapers will attack along with
a Conduit. You don't actually have to fight any of them, but you're better
off taking them out instead of trying to rush through. Either way, recharge
the circuit once more and get back to the train.
The Reapers throw everything they have left at you at the final stop, and the
barricade they set up includes another Conduit, more wrecked cars blocking
the tracks, and a mounted turret. For now, jump down to the right side of the
train to avoid the turret and start fighting any Reapers you can find,
particularly the Conduit. When the streets are clear, climb up one of the
buildings on the right side of the tracks and kill any of the remaining
Reapers. With just the turret left, toss a grenade down to eliminate the thug
manning it.
Step one complete, now it's time to clear away the junk blocking the path of
the train. Use more shockwaves to knock them down, and remember that you have
to completely knock the cars off of the tracks to have it register as being
cleared. Run ahead a little and clear the handful of cars blocking the tracks
up ahead as well while you're at it.
With all of that complete, you can now finally charge up the circuit panel
and get the train moving again. From here on it's smooth sailing to a safe
station, and although you'll encounter a few Reapers attacking from rooftops
they don't really pose a threat. When the train pulls into the station, the
hostages are set free, Cole is hailed a hero, and the mission ends.
001.11 - Nemesis Revealed
Objectives:
- Destroy the tar kegs polluting the water towers.
Ugh, more of that Reaper tar - wonderful. Moya deduces that the only way the
Reapers can continue polluting the water is by contaminating the water
towers. She tells you to go check out the surrounding towers to see if
anything comes up.
Jog around the corner and climb up to the roof of the building that's taller
than the one you're supposed to go on. From here you'll have a bird's eye
view of the group of Reapers guarding the water tower, so pick them off one
by one before jumping down and getting a closer look. There are some injured
civilians here, but they've been taken over by the tar and will attack if you
revive them.
Press Triangle to examine the tower - the Reapers have attached a small black
keg to the side of the tower, so you'll have to destroy it to stop the
pollution. However, if you stand on the roof and blast it with jolts of
lightning, nothing seems to happen.
Climb up the ladder and get a closer look - you'll see a charge panel, but if
you charge it up the keg simply starts working overtime and rumbles. Instead,
stand right in front of it and hurl a shockwave at it - the keg will explode
and Cole will get another sweet blast of that filthy tar in the face again,
with the same side effects as in the park.
After the keg is destroyed, wait for the effects to wear off and attack the
Reapers and Conduit that attack. When they've all been killed, head to the
next marker on your radar. More Reapers are protecting this tower as well, so
stick to the adjacent rooftop and take them down from a distance just like
before. When the coast is clear, blast the crane to create a bridge between
the two buildings and climb up to the water tower. You now have a decision to
make.
- Karma Moment -
Between losing some of your battery cores and the bad trips, there are few
things more annoying than that Reaper tar. Cole is getting pretty fed up with
it, too, as a matter of fact, and he comes up with a solution. By
overcharging the circuit panel, the keg will overload and become useless, but
at the same time all of the current tar in the keg will be pumped into the
water supply.
If you're a good guy, sacrifice your battery cores and use shockwaves on all
of the remaining water towers. If you're evil, charge the panels to avoid
being exposed to the tar yourself.
For each tar keg you disable or destroy you'll gain a small amount of good or
evil karma, so this Karma Moment extends for the entire mission. The next
tower is east of the one you're at, so head over and disable that one as
well. As expected, some light Reaper pressure is present, but nothing you
can't handle. Do whatever you'd like to the keg, and then head southeast to
the final water tower, which is guarded by a large group of Reapers,
including one manning a mounted turret.
To avoid some fire, drop down to the street and climb up the nearby building
south of the tower. Hang from the ledge and blast any Reaper thugs on the
roof, and sneak up behind the turret and destroy it. From here you have a
nice height advantage over the remaining Reapers, so take them all out before
disabling the tar keg.
With all of the kegs out of commission, return to Zeke's to heal up to
complete the mission.
001.12 - No Protection
Objectives:
- Restore power to Neon.
The entrance to the sewers is right next to another Reaper anti-aircraft gun,
so you can either attempt to destroy it or more a mad dash for the mission
marker, which will take you down to the sewers and away from danger.
At this point you should be a pro at dealing with the usual sewer puzzles
like jumping from the sewage pipes to partially destroyed catwalks, but these
sewers throw in yet another twist. Just up ahead you should see a small
circuit panel that needs to be charged up that activates a large mechanical
arm that swings back and forth across a large, otherwise uncrossable gap.
Wait for the arm to come your way before jumping onto it, and wait until it
gets to the other side to jump down. At the end of this area is another
conduit that, when its circuit is reestablished, will grant Cole the power of
Precision Shots.
While in Precision Mode, the crosshairs zoom in and time slows down, allowing
Cole to take his time, aim, and get a perfect shot at the cost of a boatload
of battery power. You can test this new toy out immediately, as you have to
shoot between the blades of a spinning fan to charge a circuit panel behind
it. Once charged, another mechanical arm will swing your way, so use it to
cross the gap and continue.
At the end of this area you'll find some cover that provides an unlimited
source of power and, farther ahead, some Reapers. Crouch behind it for cover
and use precision shots to take them out and then keep moving. As you can
imagine, those pesky turrets and blast shields some Reapers have been using
can be dealt with much easier now since you can stay back and pick them off
with precise headshots.
There are some more Reapers beyond the first group, so blast them as well and
head over to the ledge, where you'll have to charge another panel through a
fan with a precision shot. As always, the mechanical arm will let you cross
over, and you'll have to repeat the same thing again to reach the next
checkpoint.
From here it's pretty much a straight run to the transformer. Besides the
fairly mundane jumping puzzles, you'll run into a pair of kamikaze Reapers at
the end of the first catwalk, so be prepared to shoot them down before they
can run up and explode on you. When you get to the transformer, charge it up
and head for the exit to complete the mission
001.13 - Trish Reaches Out
Objectives:
- Defend the medical supplies from the Reapers.
A government plane has dropped another crate of supplies, and Trish asks you
to defend them from the Reapers.
The crate of supplies lands in a back alley, in the middle of an area
surrounded by a chain link fence with three entry points - one in the front
and one on each side. The Reapers will switch between attacking you and going
straight for the supplies, and if they manage to destroy it you'll fail the
mission. Also, remember that you can't shoot through the chain link fence.
Although it's probably much safer to stick to the rooftops and pick off the
Reapers as they arrive, you probably won't be able to protect the crate so
you're best bet is to jump down to the street and stand in the front of the
main entrance. At first, a handful of Reapers will attack in groups of three
or four from a single direction, so keep an eye on your radar and watch for
which direction the red dots appear from. When you know what direction
they're coming from, run over and either throw a shock grenade or just spam
lightning bolts at the main crowd. Most of the Reapers are armed with
shotguns, so you'll want to keep your distance anyway.
The next wave of Reapers is more of the same, but with a handful of the
kamikaze variety along for the ride that make a bee line straight for the
crate of supplies. Obviously they pose a significant threat, but if you can
take them out while they're still grouped together with the rest of the mob
you'll inflict some bonus damage on the others as well. As long as you focus
on the kamikaze Reapers first, though, this section isn't any more difficult
than the last.
When that wave is eliminated, a single Reaper armed with a mini-gun will
appear on the rooftop to the west. He isn't really that difficult to kill as
long as you quickly take cover and blast him, either with a series of
lightning bolts or a single precision shot. When he goes down, some more
Reapers with a Conduit leader will show up, but this time they attack from
multiple directions. The radar is key in this situation, and you'll want to
toss grenades or use shockwaves to keep one group at bay while you deal with
the other. Try to start right in the center of the intersection so you can
fall back and retreat if you need to. Around this time Zeke will call you for
no other reason than to harass you, so try to ignore him and focus on the
more pressing concern.
With that's finished, three tractor-trailers will pull up, one by one, with a
mounted turret in the flatbed. To make matters worse, the turrets are on a
swivel mount, so even if you try to run around them the gunner will follow
you, preventing you from attacking him from behind. The solution, then, is to
go for the truck itself. As each tractor-trailer shows up in the front, hide
somewhere in the alleyway and blast it from there until it explodes, taking
the gunner with it. After the first two trucks are out of action, toss a
grenade in the walkway underneath the building in the front alleyway to wipe
out the four Reapers who try and catch you off guard. When they're dead,
finish off the final tractor-trailer and any remaining Reapers to complete
the mission.
001.14 - Dinner With Sasha
Objectives:
- Gain access to the tunnel where Sasha is located.
- Rescue the hostages.
- Find and eliminate the leader of the Reapers, Sasha.
NOTE: After completing this mission, you will be transported to another
island and temporarily lose access to Neon. If you were planning to complete
any of the side missions or collect anything in Neon and don't want to wait,
do it before Dinner With Sasha.
Since the blast, the Reapers have taken over the tunnel between Neon and
Warren and transformed it into their home base. Sasha is hiding out inside
the tunnel, but before you can think about taking her out you'll have to open
the main entrance first.
To the right of the main entrance is a metal gate that will open when you
charge the circuit panel. As soon as you step inside a kamikaze Reaper will
leap out and run towards you, so be prepared to take him out or risk being
caught in the blast. You'll be attacked by some Reapers, including a pair of
gunners, from the level above you, but you're at a funny angle so ignore them
for now. Hug the high wall to avoid their gunfire and climb up the ladder at
the end.
You're currently at the far end of the complex, and there are snipers in each
watchtower as well as a pair of mounted turrets in between them. There's also
a Blast Shard sticking out of the guard tower behind you, but you'll want to
clear the area first. Take cover behind the large storage containers and use
precision shots to eliminate them. When the coast is clear, run over to the
southwest tower and use it to cross over to the other one, where you'll find
a lever that opens the main entrance to the Reaper lair. As it opens, a small
group of Reapers will pop out and loiter around waiting for you. Take them
out from you vantage point before dropping down and entering the tunnel.
Inside the Reapers' lair you'll find a handful of Reapers, a single kamikaze
Reaper that attempts to sneak up from the left side behind an abandoned bus,
and a mounted turret. Hide behind the various debris for cover and watch for
the kamikaze Reaper, and then use bus it came from behind as cover yourself.
From here, take out the remaining Reapers before using a precision shot to
kill the gunner on the turret. There are two Conduits and a kamikaze Reaper
behind them, so destroy them all and blast open the locked gate at the end.
Inside this area is another Reaper prison, so go ahead and free the hostages
one by one for some free XP. There are some Reapers also being held in cages,
but you don't get any XP for letting them out and they don't attack you, so
do whatever you'd like to them.
Once all of the prisoners have been freed, continue to the end of the tunnel,
which is a dead end. There's a large pit down below you, though, so be bold
and dive down to fight the boss.
Boss: Sasha
Sasha's the mysterious voice who's been in your head since the beginning of
the game. She's also quite insane, and throughout the battle she'll ramble on
about getting ready to go to some formal party. For everyone's sake, let's
put her out of her misery, shall we?
When the initial cinematic ends, Sasha will run up and grab you. From here,
the camera view will change and Cole will be stuck fighting Sasha off of him.
Take notice of the two circles floating in the foreground - the blue one that
acts as Cole crosshairs, and another white one that's centered around some
gold object on Sasha's clothes. Rapidly tap the X button and push the blue
circle so it lines up with the white one, and Cole will rip the gold object
off Sasha.
Now it's time for the actual battle. Sasha acts a bit like a Conduit in the
sense that she has a shockwave attack and will teleport away when attacked,
so you should be able to avoid taking damage for the first part of this
battle.
As for actually attacking Sasha, since about three-quarters of the room is
covered with water, moving around can be a bit tricky. Stick to one of the
patches of dry land in the corners and use a nearby pillar for cover, peeking
out from it to attack and only moving to avoid Sasha's shockwave, which
penetrates through the pillar. Don't try and be fancy here, just blast her
with lightning bolts, and eventually she'll collapse to the ground and a
green force field will surround her.
This is your chance to actually deal out some damage. Run up to Sasha and
you'll be engaged in that same mini-battle as before. Once again, tap X as
fast as you can and overlap the white circle with the blue one to rip away
another gold piece from Sasha, and then run back to your pillar and prepare
for the next round.
After inflicting damage on Sasha a few times she'll add a few more attacks to
her repertoire. Besides her shockwave attack, she'll also summon tentacles
around her that fire rockets at you, as well as the giant Reapers that still,
fortunately, only require a single bolt of lightning to eliminate. Even with
this new set of attacks, stick to the same proven formula. Your pillar will
still protect you for the most part, so just be sure to avoid the rockets and
destroy the giant Reapers before they can attack you.
Successfully complete the mini-battle sequence on Sasha a few more times and
she'll finally kick the bucket, ending the first chapter and sending you to
Warren District.
002.0 - Warren District
002.01 - Stranded
002.02 - Zeke's Request
002.03 - An Old Friend
002.04 - Playing Hero
002.05 - Standard Protocol
002.06 - Alden Strikes
002.07 - Spy Drones
002.08 - Anything For Trish
002.09 - The Arrest
002.10 - Terrorized Streets
002.11 - Alden In Chains
002.12 - Light in the Tunnel
002.13 - Secrets Revealed
002.14 - The Ray Sphere
002.15 - Alden's Rampage
002.01 - Stranded
Objectives:
- Restore power to Warren.
Zeke describes the Warren as "a bad area even before the blast." Wonderful.
To make matters worse, the local gang in this area, the Dust Men, are a lot
tougher than the Reapers were, so you have your work cut out for you. But
let's not get ahead of ourselves, the first order of business is to begin
restoring power to the city.
From the bridge, follow the marker north down the street until to reach the
manhole. You may be attacked by random Dust Men, but you'll probably want to
avoid waging a war for now - at least until you have a few more power sources
to fall back on.
Down in the sewers, you'll see another conduit just ahead, so reestablish the
circuit to gain a new power - Static Thrust. From now on, if you're in the
air and press R1 Cole will glide through the air, extending the distance of
your jumps significantly. As a bonus, it doesn't use up your battery cores.
As always, the game lets you test out your new toys immediately, so jump
towards the doorway to your left and glide at the peak to safely land on the
catwalk. Some debris is blocking the exit, so toss a grenade over to clear it
and continue through.
In the next area you'll have your first mandatory encounter with the Dust
Men. The majority of the Dust Men sport white uniforms with the occasional
dirty brown cape, and they're a much bigger target than the Reapers. Use
precision shots if you'd like, but you really shouldn't have a problem using
normal lightning bolts. Also check your radar for any stragglers in the
water, and zap them if you find any.
Continue deeper into the sewers and you'll come upon some more Dust Men,
including one with a rocket launcher. Pick them off or use a grenade and jump
to the familiar swinging mechanical arm when it comes your way. At the other
side, jump to the pillar, walk around to the other side, and climb up the
ladder. At the look, look around and find the nearby pillar and glide over to
it. You'll land near the bottom near another ladder, so climb back up to the
top and jump to the doorway that leads to the next area.
The final puzzle is a pair of swinging mechanical arms, and you have to time
it so that you jump from the first as the second is coming your way. If you
fall, just run to the nearest catwalk or wall and try and climb up,
continuously jumping out of the water to minimize the damage. Once on the
other side it's a straight shot to the transformer, and once you charge that
bad boy back up you're home free.
002.02 - Zeke's Request
Objectives:
- Find and eliminate the murderer.
Zeke wants you to search out an old friend of his while you're stuck in the
Warren. When you find his body, Cole does his memory thing and you'll see a
large, bulky green echo outline jogging away. Zeke wants vengeance, so follow
after it. As you appear from the alley onto the main road, a citizen will
stop you for a pretty random Karma Moment.
- Karma Moment -
A picture's worth a thousand words, right? Apparently one of Cole's many fans
has been working on some posters, and he wants your opinion on which ones to
hang around the city. The two depict very different themes, so you'll want to
pick the right one depending on how you want the public to see you. If you're
good choose the loved poster and if you're evil choose the feared one.
Back on task, follow the echo around town until you run into some crab-like
creatures made from scrap metal. They only have melee attacks and aren't that
powerful alone, but they make up for it in their quickness and the fact that
they roam in packs. If they get too close, use melee attacks to get rid of
them - a single hit will destroy them.
As soon as you start to gain the tactical advantage, the remaining crabs will
retreat to the alley again. If you follow them you'll run right into a
mounted turret, so wait for them to crawl back to you before throwing a
grenade around the corner to deal with the turret.
From here on it's more of the same. As you follow the echo around you'll
occasionally run into groups of crabs and Dust Men - the first led by a Dust
Man with a rocket launcher and the second by a group of kamikaze Dust Men.
Deal with them accordingly before catching up to the echo.
The murderer turns out to be a Dust Man Conduit, who's armed with a rocket
launcher and carries some of those mechanical crabs around on his back. As
you approach him, he'll release the crabs on you, but you should focus more
on the Conduit itself. Use shockwaves to deflect the rockets and just hit it
as hard you can, and then deal with the remaining crabs. Alternatively, you
can also climb up a nearby building and use precision shots to take the
Conduit down. When the Conduit and its minions are dead, the mission ends.
002.03 - An Old Friend
Objectives:
- Rescue Roger the engineer.
- Defend Roger and Lou while they lower the bridge.
If you want to return to Neon, you'll be able to do so at the conclusion of
this mission. Trish calls and tells you that a friend of hers, Roger, is an
engineer and may be able to help you. However, he's been kidnapped by the
Dust Men, who will execute him at the first sign of trouble. Fortunately, you
have a great sniping point and Precision Mode will slow time down, allowing
you to aim and take them down with a clean headshot each. Remember to have
full power going into this mission and hold the Up directional the entire
time to keep everything in slow motion.
When Roger's safe, he'll ask you to escort him to the bridge. The area's
relatively safe, so you can pretty much cross to the other side and take the
main road south straight down to the water's edge. Along the way you'll
probably encounter the occasional Dust Man or group of crabs, but they only
attack you so don't worry about losing Roger.
As Roger starts to repair the bridge, he asks you to watch his back, so
prepare for incoming Dust Men. The first wave comes from the tunnel to the
east, while the second one comes from the west. For the most part the first
wave shouldn't give you too much trouble barring the ones that carry shields,
but they can be dispatched easily enough with grenades or by destroying the
nearby cars. There's also a Dust Man lugging a mini-gun with him, but you
have more than enough time to take him out from a distance with a precision
shot or shock grenade. As for the second wave, the main threats are the
kamikaze Dust Men that will rush at Roger from around the corner. Take them
out first, obviously, but keep in mind that sometimes they get back up, so
make sure they stay down and disappear from your radar.
Roger completes the work on the bridge, but it only lowers part of the way,
meaning that something's wrong on the Neon side. He tells you to enlist the
help of his buddy Lou, who's hiding out in Memorial Park. Climb up the
partially lowered bridge and jump across to the other side. Make your way to
the park and find Lou, being held hostage like Roger was. Use another pair of
precision shots to take down his Reaper captors, and lead him back to the
bridge. Once there, some Reapers will attack from the el tracks above you, so
climb up there so you can actually get a good shot at them, as well as the
others that appear from the street alleys afterward.
After the Reapers have been dealt with, Roger requests your help back on the
Warren side. Head over and defend Roger from a small group of Dust Men, and
then Lou from some Reapers. With the coast finally clear, Lou will tell you
to charge up the bridge's control panel, so blast it with electricity to get
the Neon side working. Make one last try to Warren, do the same thing, and
the bridge will finally be restored.
002.04 - Playing Hero
Objectives:
- Restore power to Warren.
It time again to pump some life back into another area of the city, but the
manhole where this mission is located is pretty deep in the blackout area.
What this means is that, as with Stranded, you'll want to try and avoid
getting into a battle with the Dust Men. There are some more truck-mounted
turrets around the manhole, but you're better off just going around them and
making a dash for the mission marker.
Half the battle is actually getting to the mission, though. The sewers
themselves are nothing you haven't seen before since your new ability, the
Megawatt Hammer, is essentially a rocket.
After the conduit, you'll run into groups of Dust Men hiding behind chain
link fences. Even though you can't shoot bolts of electricity through the
fences, the hammers pack more than enough of a punch to take them out. Near
the end you'll find a Dust Man with a rocket launcher, so use a precision
shot to take him down before heading towards the transformer. As always,
charge it up and complete the mission.
002.05 - Standard Protocol
Objectives:
- Disable the Dust Men's boats.
The Dust Men have taken hostages and are keeping them on various ships docked
around Warren. They're planning to try and leave the city, and keeping the
hostages with them will, presumably, prevent the government from attacking
them. The government, however, has no problem taking out the Dust Men's
ships, so to save the hostages Moya wants you to disable the boats.
The first boat is located on a dock to the south, so run over and examine the
area. There are two mounted turrets in the alleyway and a handful of Dust Men
on the roof, so stay back and pick off the ones on the roof before getting in
close. Peek around the corner and use precision shots to kill the Dust Men
behind the turrets and run to the end of the dock. There are a few more Dust
Men on the pier itself, but none of them pose much of a threat so you should
be able to wipe them out before boarding the ship. The hostages are being
kept in cages similar to the ones from Dinner With Sasha, and as before
you'll score five XP for each one you rescue by shocking the circular lock.
With the hostages freed, check out the ship's stern and zap the engine to
disable it.
The next closest boat is to the west, but it's relatively unguarded compared
to the previous one. As before, stand across the street and use precision
shots to eliminate the Dust Men on the roof before taking on the thugs on the
dock. There aren't any turrets and the ship itself is once again clear, so
free the hostages and disable the boat.
The third boat is a bit of a hike from where you are, but the train tracks
run around the perimeter so you can grind all the way there and save some
time. Stand on the tracks and check out the building in front of the dock -
you'll see some Dust Men roaming around and a pair of turrets on the roof.
From here on the tracks, use some more precision shots to snipe as many
enemies as you can. Remember that if you run out of battery power you can
grind along the tracks to replenish it.
When the coast is clear, jump down and run towards the ship. A kamikaze Dust
Man will jump out from around the corner to catch you by surprise, and when
you destroy it a ring of fire will block you from the end of the pier.
Instead, climb up the side of the building, which is clear because of your
work on the tracks, and pick off the Dust Man hiding out behind the main
cabin. When he's dead, fly over to the ship and disable it.
But wait, there's more! For some reason there's a fourth boat that Moya
forgot to mention earlier that requires your attention, and it's all the way
on the other side of the island. The Dust Men don't bother throwing anything
new at you, though, so use the same strategy you've gone with the previous
three ships to take out the handful of enemies guarding the boat. There
aren't any turrets or thugs with rocket launchers, so you should be fine
getting through. When the fourth and final boat is disabled, the mission will
end.
002.06 - Alden Strikes
Objectives:
- Rescue Zeke.
In trying to help, Zeke goes and gets himself captured, so it's up to Cole to
bail him out of trouble. Zeke is being held in cage held up by a crane in the
shipping complex, so you'll have to navigate around the maze of storage
containers to find him. Of course, it'd be foolish not to expect a few
surprises along the way.
When you first enter, just as you round the first corner one of the walls of
a storage container will fall open and a group of Dust Men will ambush you.
If you're quick enough, a single grenade or a megawatt hammer will take them
all out while they're bunched together, otherwise you can just fight them
normally. When they're dead, continue to the end of the row and turn the
valve in front of the pipes spewing toxic gas. Instead of turning it off,
however, it simply redirects it to spew out just above you, but the area
beyond the pipes is a dead end. There is, however, another valve, which will
restore the pipes to leak the gas from the lower end again. You'll have to be
quick here, so turn the valve and run over to the ladder against the storage
container opposite of the pipes. If you timed it correctly, you'll be safely
on the ladder when the pipes change back, allowing you to climb up and jump
to the cable hanging near the top.
Follow the cable to the next area and jump down. A Dust Man is tossing
grenades at you, so watch out for the little grenade icon in case one rolls
your way. There's also a Dust Man carrying a rocket launcher around on top of
a bunch of stacked storage containers, so you'll want to use a precision shot
to take him down as quickly as possible. As you continue deeper into the maze
of containers you'll run into another small group of Dust Men and another
thug with a rocket launcher above you. There's also a mounted turret to worry
about around the corner, so you'll want to stay back and take it slow here.
Afterward, walk under the stacked containers to fall victim to the Dust Men's
trap - chain link fences are dropped on either side of you, blocking off both
exits and leaving you hopelessly trapped and awaiting certain slaughter.
Oh wait, there's actually a ladder on the side that you can use to get away.
Climb up and jump over the fence using your static thrusters, and then drop
down to be greeted by another swarm of Dust Men. Hang back here so you aren't
surrounded, and don't be stingy with the grenades and megawatt hammers here,
they'll help even the sides drastically. Use the corners for cover and let
the Dust Men come to you instead of the alternative, and try and attack them
individually instead of taking them all on at once.
Continuing around the side, you'll see a moderately steep ramp with a turret
at the top. Use a precision shot to take the gunner out, but be careful to
avoid the barrels the others roll down at you. At the top you'll encounter
some more Dust Men goons, so quickly get to them before they take up the
turrets again.
As you walk around to the next area, another gate will drop down and block
your path. Turn around and climb up the side of the containers instead, and
use the vantage point to clear away any Dust Men you can find. When the coast
is clear jump down and continue on. At the end of this area is another ladder
that you can use to jump and glide over the wall. The bad news is that
there's a turret waiting for you to stick your head out, and to make matters
worse there's a chain link fence block your own attacks.
Unfortunately, there's no way to avoid taking damage here. Make sure you have
full health and make a break for the ladder - your best bet is to jump to it
so you'll already be part of the way up and can avoid any more gunfire. At
the top, jump to the storage container and drop down behind him. Take out
your vengeance and climb up the ladder in this area to get a view of the
battlegrounds. There are quite a few Dust Men out for blood here as well as a
pair of turrets, though they face perpendicular to you. From up here, blast
as many foes as you can with hammers and grenades, and jump down to finish
off the stragglers before continuing. There are some more ladders to climb
here, and once you reach the end you'll spot Zeke being held in a cage by a
crane.
You can overlook nearly the entire maze from here, and there are a handful of
Dust Men on top of the containers shooting at you from all over. You only
really have to worry about the one with a rocket launcher, however, so run
over to the cement blocks and hide behind them until you can get a shot at
the rocket Dust Man. The cement barricade should keep you safe, but should
you fall you'll get game over, so try to be careful. When the rocket launcher
is out of the picture, pick off the remaining Dust Men and glide down to the
set of containers they were attacking from. Follow the containers up to the
crane where Zeke is being held, taking care of the few remaining Dust Men
that get in your way as you go. At the foot of the crane, climb up to the
controls and use the lever to lower your buddy bback down to the ground. Jump
down to the street to say a few words and complete the mission.
002.07 - Spy Drones
Objectives:
- Shoot down four spy drones and recover its data.
This mission seems a bit tricky at first, but precision shots make it a
breeze. Go check out the drone wreck nearby under the crane by the pier and
press Triangle to recover the data it was carrying. Moya will tell you to
deal with the remaining ones in a similar fashion, but warns that the drones
will self-destruct their databases once they've been shot down. From the time
you shoot the drone down to the time it destroys its data is about a minute,
so as long as you play your cards right you shouldn't have a problem getting
there.
The first thing to do is to get away from the water. If you accidentally
destroy a drone and it crashes in the water you won't be able to get to it,
so run a few blocks away and you'll be ready. The drones pretty much fly in
circles, so pick the nearest one and position yourself on a nearby rooftop.
When it gets close, use precision shots to shoot it down - it will take three
hits to accomplish this. When the drone goes down, grind along the power
lines or jump to the street and run to the marker on your radar. Some Dust
Men will come following after you, but you should only fight to get past them
in one piece, so don't worry about killing every single one. Once you reach
the drone, press Triangle to recover its data and climb up the nearest
building to search for another.
Should you fail to reach a drone in time, another drone will appear in the
sky to take its place. You only need to collect data from four, and it
doesn't matter how many tries it takes.
When you've accomplished that, Moya tells you to send her the data via an old
satellite uplink on one of the nearby rooftops. Run over and do so to
complete the mission.
002.08 - Anything For Trish
Objectives:
- Protect the bus as it drives to the hospital.
- Rescue Trish.
Trish is looking to transport some medical supplies from Neon to Warren, and
she wants you to protect the bus she's driving from the Reapers. To help you
out, the bus is also carrying a generator and the entire roof is electrified,
providing an unlimited source of power for Cole. Sweet.
The downside is that you're going to need it. The regular Reapers aren't
really a big deal and you can easily hurl a few megawatt hammers their way to
deal with them, but there are also several Reapers carrying rocket launchers,
and if you don't pick them out and kill them they'll destroy the bus in no
time.
Lastly, if at any time you leave the roof of the bus, Trish will stop and
wait for you to get back on. This can be helpful at times since the Reapers
will then attack you and not you and the bus, so if the bus starts taking
damage you can jump down and get take a few out. Of course, you can always
just spam megawatt hammers in all directions and take them out that way, too.
But it's worth repeating - the Reapers with rocket launchers are the ones you
really have to worry about. You'll see them lumbering around preparing to
fire off a rocket on the streets and rooftops, so you'll want to shoot a
hammer or precision shot to take them out before they do. If you can hold off
the rockets, you stand a very good chance of getting through this mission in
one piece, so make that your first priority.
When the bus reaches the bridge, you'll stumble upon a war between the
Reapers and Dust Men, and the two gangs will focus on killing someone other
than you for a change. Let them mow each other down for a while, and then
jump down and use shockwaves to clear a path for the bus. Just be mindful of
the propane tanks sitting near the pile of cars, you'll want to destroy those
first before going for the cars. Before hitting the road again, the remaining
gang members will likely turn their attention to you once again, so blast
them and get moving towards the hospital again. The Dust Men won't give you
much trouble for the most part, so just attack the ones you see and you'll
reach the checkpoint in no time.
Once there, Alden appears and throws the bus onto the roof of the hospital,
so you'll have to climb up and make sure Trish is safe. However, there's a
swarm of Dust Men around here, so unless you're interested in an all-out
brawl you might want to consider a less direct route.
If you look across the street, you'll see the hospital itself where the bus
is. To the left of the hospital is another building overrun by Dust Men,
including a turret just in front of the main entrance. The next building
over, however, is relatively unguarded, so keep your distance and get to the
far side of that building. Take out anyone who tries to pick a fight and
climb up. There are a few Dust Men mulling around on the roof, but you can
easily take care of them. From here, there's a gap between the building
you're on and where bus is created by a smaller building in between the two.
Zap any Dust Men you can see, and use your static thrusters to glide to the
side of the hospital wall. There is a single Dust Man holding Trish hostage
on roof, so kill him and rescue your woman to complete the mission.
002.09 - The Arrest
Objectives:
- Follow Alden's echo through the junkyard maze.
- Defeat the Dust Golem.
When you arrive at the mission marker you'll find a dead cop. After doing his
memory thing, Cole finds the echo of Alden slowly hobbling away. Follow after
down the alley and back out into the streets, where you'll stumble upon
another somewhat random Karma Moment.
- Karma Moment -
There's a bit of a feud going on between two citizens - something about
stealing food, certainly a heinous crime if it was something delicious. The
accuser has taken the thief and strung him up from a streetlight, and Cole
has to decide whether or not to take action. If you're a good guy, shoot the
rope to cut him loose, otherwise just continue following Alden's echo for
some juicy evil karma.
With that out of the way, follow the echo to the junkyard maze. The area's
littered with enemies, but most of them are just your average, run-of-the-
mill Dust Men goons, so take your time and pick them off one by one. This is
pretty much identical to the shipping yard in the Alden Strikes mission, so
use the same strategies that worked there - use corners to your advantage,
break up the large groups into more manageable ones, and use your radar to
figure out who's attacking you and where they're hiding. The maze is fairly
straightforward, and when you reach a dead end you'll have to climb up the
nearby pipe to reach the next area.
When you jump down into the park you'll come face to face with a very large,
very scary looking creation - the Dust Golem. Appearance-wise, it's basically
the older brother of the Conduit's mechanical crabs, but this heap of scrap
metal poses much more of a threat than those little pieces of junk do.
The Golem has two main attacks - it'll either fire its machine gun or throw a
ball of scrap metal at you. Additionally, if you get too close to it the
Golem will try and step on you, so keep your distance at all times. For the
machine gun, Cole is actually quick enough that if you just run perpendicular
to the stream of fire you'll be able to avoid being hit. For the scrap
projectiles, you can either use a shockwave to deflect them away or simply
dodge them as well. Just be warned that if you're hit by either attack you'll
lose a ton of health so be careful. You can also play hide and seek around
the monument near where the Golem spawned, but eventually the Golem's attacks
will destroy it. There's also a small little alcove in the lower right hand
area of this map that you can also use for cover as well.
As for attacking, for now you'll pretty much want to stick to regular
lightning bolts. In the future you can use your megawatt hammers to really do
a number on the Golems, but your power sources are limited here so you may
want to conserve them for regenerating your health instead. It may seem like
it's taking forever, but just keep at it and use the moments after it attacks
to counter with your own. As the Golem takes more damage its core will turn
from yellow to red, so you can pretty much gage how far along you are in the
battle. When you have it down to a dark red, you can probably just drain your
battery cores with megawatt hammers to finish it off. When it dies you'll
have completed the mission.
002.10 - Terrorized Streets
Objectives:
- Destroy the Dust Men's armored buses.
This is a nice simple mission after the past few ones. The Dust Men have
stolen some city buses, covered them entirely in armor plating, and armed
them with turrets that point in all directions, allowing them to crawl down
the street and gun down anyone unfortunate enough to be in the area.
Find the nearest bus on your map and chase it down. Find the nearest tall
building and climb up to the roof to get a good look at it. However, if you
try and shoot it, your bolts have absolutely no effect, and Cole suggests
getting a closer look to try and find its weak point. Of course, if you get
anywhere near it you'll get greeted by a stream of turret fire.
The solution? The roof.
From the rooftop, use your static thrusters to glide over the street until
you're directly above the bus so you can drop down onto the roof. Now stand
near the front of the bus and look towards the back - there's a small slit
that covers a control panel from the top, but you can see it from here. Blast
it to overload the circuits, causing an explosion that will kill everyone
inside.
You probably have some very angry Dust Men surrounding you, so create a path
for yourself and escape to the roof of the nearest building. From there,
track down the next bus and repeat the same strategy. Easy.
002.11 - Alden In Chains
Objectives:
- Defend the prison.
- Restore power to the prison.
From the entrance to the prison, head left and climb over the wall to reach
the enclosed area where the mission marker is. Zeke shows up to let you know
he's helping keep Alden secured, and tells you that he's set up a few
electric grids in the area that will keep your battery cores full as long as
you stand on them. Hang out here until the battle begins.
Before attacking directly, the Dust Men use the Golems to hurl more of those
chunks of scrap metal at you like the previous one did. Line up your
crosshairs on each one and send a shockwave out to deflect them away.
Eventually the Golems begin throwing multiple scrap balls at a time, so ease
up on the aiming and concentrate more on simply sending out as many
shockwaves as you can. The prison can take a fair beating, so even if you
miss a few don't worry about failing the mission.
When the firestorm ends, Golems will bust through the wall and a small army
of Dust Men will begin attacking. Fortunately, not only do you have unlimited
power as long as you stay on the grid, but you have your own army of cops to
back you up. How effective they'll actually be is a totally different story,
but they do serve as a wonderful distraction for the Dust Men, allowing you
to fire an endless barrage of megawatt hammers at them. The finale of this
wave is another Dust Golem. As soon as it shows up, disregard the Dust Men
and shoot as many hammers at it as you can. However, when it counters with
its own attacks, dodge or move for cover, but don't stray too far from the
electric grid. The previous Golem mini-boss was a bit of a pain, but the
megawatt hammers make this one, and the others to follow, much easier to
manage.
As soon as the Golem is dead, Zeke will tell you that the power's cut out, so
you'll need to find the generator on the opposite side of the complex to
restore it. In order to reach the generator room, Cole will have to scale the
side of the partially destroyed prison, jump across hanging girders, and a
plethora of other fun stuff.
Follow the blue marker and look for the fat pipe sticking out against the
side of the building nearby. Climb up and use it to reach the first roof. At
the top you'll encounter a half-dozen Dust MMen fighting a small group
ofpolice officers, but a shockwave or two should send them plummeting back to
the ground in a pinch. Afterward, stand at the top of the partially destroyed
stairway and grab onto the yellow pipe sticking out of the cracked wall to
reach the catwalk above. Additionally, you can also climb up the wall around
the corner, nab a Blast Shard, and glide onto the catwalk as well.
From here, follow the marker on your radar by crossing a handful of beams and
girders jutting out from the wall. Climb up the poles against the wall at the
end to reach the ledge, which you can use to climb up to the next roof where
the generator room is. The Dust Man responsible for cutting the power is
hanging around here, so blast him before charging the generator back up. At
this point, Zeke will phone in and request your assistance again.
Fortunately, the trip down is significantly easier and shorter than the trip
up, so jump back down wherever you see a place to land until you're close
enough to the courtyard where the Dust Men are attacking and glide back down.
Round Two is essentially more of the same - a lot of Dust Men with the
occasional Golem thrown into the mix. This courtyard contains multiple power
grids for you to stand on and leech from, so if things get too crowded in one
area you can retreat to another and still have unlimited juice. As before,
when it's just the Dust Men, toss as many grenades and hammers as you
possibly can to wipe them all out. When the Golem finally shows up, hammer
him back to oblivion just like before as well.
For the grand finale, two Golems join the party and attack at the same time.
Your strategy, however, remains relatively unchanged. You'll still want to
spam your hammers, focusing exclusively on either one of them at a time. If
the Golems get too close for comfort, run to another power grid and finish
them off there. Remember that if you start taking damage you can leech life
from the grids as well. When the first Golem falls, focus all of your energy
on its partner, who you should be able to defeat without batting an eye.
When both Golems are junk heaps, Zeke will show up and want to chat. Go over
and talk to him to end the mission.
002.12 - Light in the Tunnel
Objectives:
- Restore power to Warren.
More sewers - terrific. As you've undoubtedly gathered by this point, there
isn't a whole lot of new material the game can throw at you, but these sewers
do place an emphasis on using the static thrusters more than the others.
Glide to the vertical pipes and use them to reach the walkway, and at the end
the conduit. Reestablish the circuit to gain a new ability - the Polarity
Wall. With it, you can create a shield to hold up and block enemy attacks. To
sweeten the deal, it doesn't use up your battery cores, either.
As you continue to the next area, you'll come up to a group of enemies and a
mounted turret, which is positioned behind a chain link fence. Use the large
fat pipe by you for cover to take out everyone besides the turret, and use
your shield to safely jump from platform to platform until you can get behind
it. Take out the gunner before he unmans the turret and can attack you.
Run down to the next area and jump over to the mechanical arm. There's
another mounted turret in this area, so you'll want to keep your shield up as
much as possible. Use the various mechanical arms to reach the pipes at the
end, and then use the second mechanical arm swinging back and forth to get
closer to the collection of transformers. Use the transformers for cover and
make your way behind the gunner the same way you did previously and zap him
into submission.
The next area contains some Dust Men that will require your attention, but
the trick here is that the catwalk will collapse when you try to walk on it.
Your best bet is to jump across it, after which you can wipe out any
remaining Dust Men and power of the substation's transformer and complete the
mission.
002.13 - Secrets Revealed
Objectives:
- Follow the helicopter to find John.
The John Moya's been searching for reveals himself to Cole and wants to meet,
but gets spooked by the helicopter that shows up and tries to "rescue" him.
John escapes and the helicopter goes to track him down, so Cole must follow
after the helicopter to in turn find John.
As soon as the mission begins, locate the helicopter either visually or on
your map and find the power line that will take you in that direction. The
key here is to exclusively use the power lines. You can be several blocks
behind the helicopter, but Cole isn't nearly fast enough to track the chopper
on foot. To make sure you don't slip up, take your time, find the right power
line to grind along, and make a good jump to reach it. Despite the inherent
time limit, there's no reason to rush this part of the mission.
When you reach the end, the confrontation between John and the chopper is
just about to come to a climax when a Dust Golem decides to crash the party
and the helicopter. Before you can destroy it, you'll have a quick Karma
Moment.
- Karma Moment -
The Golem's about to throw the helicopter's fuel tank at you, so it would
save you some band aids to shoot and destroy it before the Golem does so.
However, there are several injured civilians nearby, and they'll be
incinerated in the blast. Do you save yourself at the cost of some collateral
damage?
If you're the hero, shoot another part of the Golem or simply wait for it to
throw the tank at you before dodging it. If you're the villain, shoot the
tank and destroy it.
Either way, fight the Golem the way you have in the past, using the nearby
cars for a source of power to replenish whatever you spend on megawatt
hammers. When the Golem bites the dust, you'll find that John's gotten away
and the mission ends.
002.14 - The Ray Sphere
Objectives:
- Scale the junk tower with Zeke and find the Ray Sphere.
John informs you that Alden is keeping the Ray Sphere at the top of the tower
in his junkyard hideout. At Cole's request, Zeke comes along for the ride, so
you'll have to help him reach the top since his climbing abilities aren't as
honed as your own. The mission marker is located in the same park area where
you fought the Dust Golem mini-boss.
Use the pipes near Zeke's elevator to climb up the first part of the tower.
Once you reach the next level, zap the turbine near the elevator stop to
power it and bring Zeke up with you. A small group of Dust Men appear here,
but they don't pose much of a threat so take them out with a grenade and move
on.
Head over to the next elevator and begin climbing up the wall again, starting
with the "Club Bar" neon sign that sticks out like a sore thumb. Use the
other signs and various things to grab to reach the top of this area, use
your thrusters to glide to the bus and then over to the girder just beyond
that. From here, head over to the next girder followed by a large neon sign
(the one with the circles), another girder, and then finally the platform.
Charge the turbine to bring Zeke up, causing another wave of Dust Men to
attack. As before, they're little more than a nuisance in this case.
With the Dust Men out of the way, it's time for another jumping puzzle. Climb
up the wall using the various junk sticking out until you make it to the
highest point, where you can glide over to a girder around the side of the
tower. There's another one even further to fly to, and afterward you can jump
across to the wall and climb the rest of the way up. As you head over to the
turbine to bring Zeke up, a pack of Dust Men will bust through a shipping
container to ambush you, so use a megawatt hammer to take them all down in
one shot. When you get closer to the elevator, a Conduit will appear from
around the corner as well, so use a shockwave to knock him off the side and
power up the turbine.
Go past the elevator and climb up the neon sign to gain enough height to
reach the girder sticking out. When you glide over towards the next one, be
sure to try and hit the right side to catch the thinner side, otherwise it
won't register. If you do miss, you can glide around and land on the platform
where Zeke is waiting to avoid getting a game over and try again. When you do
grab onto it, however, climb up and power the final turbine.
Alden declares his war on Kessler and gives his speech, and Zeke attempts to
get a hold of the Ray Sphere while Cole fends off the coming attack. The
first wave consists of normal Dust Men who can be sent flying off the edge by
a well-placed shockwave. The second wave contains a pair of Conduits and
their little monsters, so avoid their rockets and take them out as well via
shockwaves before finishing off any crabs that managed to survive. Lastly, a
Golem climbs up to try and protect Alden and the Ray Sphere, and
unfortunately you can't send it over the edge with shockwaves. However,
you've had plenty of practice taking these guys out up to this point, so, as
always, hammer it with megawatt hammers and lightning bolts. When it dies,
the mission ends and Zeke manages to screw things up once again...
002.15 - Alden's Rampage
Objectives:
- Eliminate Alden.
I mean really, has Zeke done anything productive since the blast? Thanks to
your brainless buddy, Kessler has the Ray Sphere, the majority of the city is
without power, and Alden is rampaging through Warren and into the Historic
District.
Jump down from the building you start on and run over to the bridge. The
actual roads are ablaze thanks to Alden, so climb onto the support beams on
the left and use that to get across. You'll run into some Dust Men on the
support beams as well, so stop and take them out as soon as they show up on
your radar. Fortunately they'll slip and fall after only a few hits, so
clearing the area isn't too much trouble. When the beams on the side become a
dead end, use the girders hanging over the center to press forward.
You'll eventually encounter a large gap with enemy turrets shooting you from
below and a taxi hanging from a girder stuck in it. Snipe any of the Dust Men
and jump back to the support beams on the left, which will allow you to
continue forward. Jump onto the taxi hanging by a girder, then to the traffic
sign, where you'll begin the boss battle with Alden.
Boss: Alden
Alden is controlling what can only be described as the ultimate Dust Golem.
It's as tall as the average skyscraper, but luckily you only have to deal
with the arms and head. Even still, this boss manages to put up a pretty good
fight.
At first Alden will simply hurl the balls of scrap metal at you similar to
the Dust Golem's attack. As with the Golems, you can either dodge them or use
shockwaves to deflect them, after which you can blast away at Alden's robot.
When you begin attacking, pick any spot and use megawatt hammers on it until
you stop seeing bits of scrap metal flying off. Once this happens, pick
another spot such as the face or the other arm and repeat the same strategy.
After taking enough of a beating, the robot will collapse and its mouth will
open, leaving Alden himself vulnerable to an attack. Blast away at the old
man until his robot gets back up. He'll release some of those Dust Men crabs
at you, and you'll have to get rid of them before the battle picks up again.
Next up, Alden adds in the robot's machine gun - again very similar to the
Dust Golem's. Alden's machine gun, however, results in massive damage, and if
you'll be lucky to survive if it catches you. In addition to your Polarity
Wall, there are also three cement roadblocks you can use for cover, so you
should be able to avoid being hit as long as you aren't attacking when he
begins firing. In between attacks, throw more hammers until the robot's mouth
opens again. Hit it again and it'll send out more crabs for you to deal with.
For the third and final round, Alden unleashes yet another annoying attack.
The robot will lean back and hurl fireballs at you. Unlike the balls of scrap
metal, however, the fireballs will remain lit for a while after it hits,
blocking off a portion of the area you can fight on. Instead of simply
dodging the fireballs, use shockwaves to deflect them away and avoid this
problem. With his fireball and machine gun attacks, this part of the boss
battle is easily the most difficult, and mistakes here will likely result in
death, so be careful. However, attacking still hasn't changed, and when you
get your third hit in Alden will bite the dust.
003.0 - Historic District (incomplete)
003.01 - The Price
003.02 - Vengeance
003.03 - Against The World
003.04 - Hunt for the Ray Sphere
003.05 - End of the Road
003.06 - The Truth
003.01 - The Price
Objectives:
- Repair the bridge to the Neon District.
- Rescue the hostages.
Head south towards the blue marker on your radar to find the bridge. You may
run into some of the First Sons, but just like when you first entered Warren
you'll want to try and avoid getting into all-out wars for now. When you
reach the bridge, find the control panel on the side and charge it up to
bring it back to life.
Once this objective is complete, the game introduces you to the First Son
Giant Conduit. One of the nearby First Sons will become surrounded with an
energy field that takes the shape of a two-story First Son goon. Fortunately,
the Giant Conduit is pretty weak and only has melee attacks so keep your
distance and blast away with lightning bolts at its head. When the energy
field disappears, quickly run up and finish it off or else it will reappear
and you'll have to fight it all over again. If this happens, defeating it a
second time will permanently kill it.
Now comes the surprise. Kessler calls and tells you he's planted bombs around
the city and wants you to go diffuse them. Once the bomb is activated you'll
have one minute to diffuse it, so don't waste any time with unnecessary
fighting. You actually have a little extra time because the bomb isn't
activated until Kessler specifically says so, but the marker will appear on
your radar well before then.
A group of hostages are being held inside an electrical field around each
bomb and are guarded by a First Son or two, so aim carefully when you attack
to avoid accidentally detonating the bombs. Use your Polarity Wall and any
back alleys along the way to reach the bomb witthout taking too much
damage.Clear away any First Sons in the immediate area and drain the
electricity from the bombs to diffuse them, and then worry about the
remaining thugs. Another Giant Conduit will appear along with all of the
other First Sons still in the area. Don't worry, Kessler won't activate the
second bomb until after all of the enemies here have been defeated, so take
your time and focus on staying alive.
The second bomb is nearly identical to the first, except now there's a
mounted turret guarding it. If you approach the bomb from the northwest,
however, you'll be able to sneak up behind it and avoid having to deal with
it. Of course, your Polarity Wall works just as well. Once you've taken out
the gunner, use the same strategy as before to diffuse the bomb and eliminate
the remaining First Sons, including another Giant Conduit.
Run over to the final bomb and repeat the same strategy. There aren't any
turrets here so you shouldn't have a problem taking care of it. Since you're
in the park and it's nearly pitch black out, the First Sons' dark uniforms
may blend in with the surroundings, so if you're having trouble you may want
to escape to the street and lure them out to fight on your terms.
When the third bomb is taken care of, head over the marker and face a rather
cruel Karma Moment.
- Karma Moment -
Kessler has kidnapped Trish and six doctors and have strung them up to the
roofs of two separate buildings and armed them with more bombs. There's only
time do save one of them - what will you do?
Neither choice really seems like an evil decision per say, but saving Trish
is giving in to Cole's own personal desires, whereas saving the six doctors
is, strictly by the numbers, the more honorable way to go.
Unfortunately, the game doesn't actually specify which building contains
which group, and it's so dark you may not be able to tell from the street. To
clarify things, the doctors are on the roof to the southwest while Trish is
on the roof to the north.
Without getting into spoilers, if you're worried about the storyline, the
story remains the same regardless of what you choose to do here, so don't let
that affect your choice.
Once you reach the roof of either building, a cinematic will kick in and the
mission will end.
003.02 - Vengeance
Objectives:
- Restore power to the Historic District.
Again with the sewers! Fortunately, not only do you get an extremely cool new
power here, but a good portion of this mission doesn't actually take place in
the sewers for a change.
The beginning is the same old song and dance - use the pipes to reach the
catwalk on the other side of the room, using your thrusters to get across the
particularly wide gaps. The conduit is just ahead, so reestablish the circuit
to gain your final power - Lightning Storm.
Lightning Storm is essentially the ultimate electric attack. When you press
the Down button on the directional pad, Cole will summon several bolts of
lightning and strike in front of him and move away for as long as you hold
the button down, utterly destroying anything in its path. You can influence
the direction of the storm by tilting the SixAxis controller left or right.
This is your most powerful attack, and it can be used to destroy either one
single, heavily armed enemy or a large group of weaker enemies. The only
drawback is that you can only summon a lightning storm outside in the open,
so this power is useless down here in the sewers.
Beyond the conduit you'll find a small group of First Sons scattered around a
large room. A few of the platforms, including the one right in front of you,
have charged pieces of scrap metal that will provide an unlimited source of
energy for you, so take advantage of it and use precision shots whenever
possible to clear the area. Follow the marker on your radar to reach the exit
and get out of the sewers.
Something's not quite right here, though, you never charged up the substation
to power up the rest of the Historical District. Don't worry, we'll get to
that. In the mean time, a turret truck is approaching, to summon a Lightning
Storm and destroy it without batting an eye. Two more will pull up after
that, so line them up in a straight line and summon another storm to take
them out as well. Wow, was that easy or what?
The three substations that you need to charge up to power the city are
actually outside, so run over to the first one and zap its control panel to
activate it. However, John will call at this point and tell you that the
substations are old and will need time to reach full power, so it's up to
Cole to defend it until then.
Luckily, there's an electrified mesh grid on top of the substation, so climb
up and hang here for an unlimited power source. Keep an eye on your radar,
and as each wave of First Sons approaches from whatever direction, summon a
lightning storm and send it in that direction. Each bolt of lightning will
branch out and electrocute an enemy that's relatively close by, so the narrow
alleyways where the First Sons attack from really work to your advantage
here. Summon as many lightning storms as you need to obliterate any wimpy
attack they try and throw at you, and then move onto the next substation when
the one you're at reaches 100%.
It's really not even fair, and it doesn't get any more difficult at the other
two substations. The absolute worst threat you face is the occasional turret
truck, but your lightning storms will devastate them just as badly as it does
everything else, so don't worry about it. Power up all three to complete the
mission and restore power to the city.
003.03 - Against The World
Objectives:
- Destroy the balloons releasing toxic fumes around Empire City.
John informs you that there are four balloons floating throughout Empire City
releasing mind-altering fumes, so it's up to you to destroy them and prevent
chaos from breaking out.
Destroying the balloons involves three steps - destroying the UAV drone
flying around it, deactivating the shield protecting it, and jumping onto the
platform underneath the balloon itself to unhook the latches keeping it from
floating away. The first two are fairly straightforward, but the third might
give you some trouble.
The first thing to do is to climb up the highest building near the balloon.
From here, you have a nice vantage point to find the UAV drone. A single
precision shot will destroy it, so blast it out of the air.
Step two - the shield. If you attempt to shoot it with megawatt hammers or
your lightning bolts, you'll find that it has absolutely no effect. Cole
suggests trying something that packs a little more punch, so summon a
lightning storm to rain down on the balloon. The force field will disappear
for sixty seconds, and if you don't hurry you'll have to use another storm to
disable it again.
Now comes the tricky part. In theory this is also quite simple - jump from
the nearest rooftop and glide over to the platform and do your thing. In
practice, however, it doesn't always work that way. The first balloon in
particular is quite high up in the air and it doesn't float by many tall
buildings, so you may have to wait until it does to make your move. The key
is to just remain patient, because if you miss the jump you'll wind up being
infected by the poison gas and have to fight your way through the streets to
try again. The most important thing to remember, though, is not to shoot the
balloon. Doing so will cause it to explode, and you'll fail the mission as a
result.
Once you're on the balloon, find the three latches on the platform and press
Triangle to unhook them. When all three have been detached, the platform will
fall to the ground and the balloon will harmlessly float away.
The second balloon is in the Warren District, so head back and repeat the
same strategy. To make things more difficult, the UAV will now fire missiles
at you, so shoot them down as quickly as possible and use shockwaves to
deflect any missiles it does fire.
The final two balloons are in the Neon District, and on top of the UAV's the
balloons themselves have turrets in all directions that can fire through the
energy shield. This makes it a little more difficult, but all this means is
you have to find something to hide behind while you shoot down the UAV drone
and summon your lightning storm. Once the shield is down you can either make
a mad dash for the balloon or use precision shots to destroy them (thanks to
Dick D for this idea). The turrets are underneath the platform, though, so
once you make it onto the balloon you don't have to worry about being
attacked. Additionally, a Reaper Conduit is guarding the very last balloon,
but you can easily take care of him with a shockwave to send him tumbling off
the roof.
When all four balloons are destroyed, John will call to tell you to get some
rest and the mission will end.
003.04 - Hunt for the Ray Sphere
Objectives:
- Defend the helicopter while John searches for the jamming devices.
- Destroy the jamming devices.
Kessler is using radar-jamming equipment to hide the location of the Ray
Sphere, so John is using an old police helicopter to search for it. Since
this is obviously going to attract the wrath of the First Sons, John has
rigged up an electrified platform hanging below the chopper for Cole to ride
on and provide protection. During this mission, you can't leave the
helicopter until John finds one of the jamming devices.
As the helicopter flies around the city, First Sons will appear on the
rooftops and fire RPG's at you and the chopper. Since you have an unlimited
supply of energy, use precision shots to take them all out. Keep an eye on
your radar to see where you're being attacked from and make sure to only go
for headshots. If you see a rocket coming at you, you can use a shockwave to
deflect them away from the helicopter.
When John stops at the first jammer, jump over to the rooftop and look over
the edge to see the group of First Sons standing guard. Along with multiple
First Sons, including some with rocket launchers, flying First Son Drones
will lob grenades at you. These things can be a real pain because they're
small and quick, making it difficult to shoot the little buggers down. Stick
to the rooftops and use shockwaves to deflect any grenades or rockets that
come your way.
With the area secure, jump down and search for the jamming device. It's
equipped with a cloaking device, but it still shows up on your radar and you
can see a blurry outline of it when you get close. There are also two
invisible First Son Conduits who use this same cloaking equipment, so be sure
they don't sneak up on you.
When you locate the jammer and you attempt to destroy it, you'll find that it
doesn't have any effect. As with the balloon, use a lightning storm to
obliterate it and return to the chopper.
The trip to the second jammer is nearly identical as the first, so continue
using precision shots to protect the helicopter. If you come across a larger
group of three or four enemies, you can use a megawatt hammer to wipe them
all out in one shot. When you reach the second jammer, stick to the roof
again and eliminate anyone you can find, in particular the First Drones. When
all of the enemies are dead, jump down and destroy the jamming device with
another lightning storm.
On the way to the third jammer, the only difference is that Giant Conduits
will appear in the streets and attempt to smack at the helicopter. Although
you may not be able to prevent them from reforming, they'll be far enough
behind that they won't be able to catch up to you and John. Besides, you'll
want to focus on the First Sons shooting rockets at you from the rooftops
instead.
The last jamming device is inside a parking garage. Since you have the
advantage of the higher ground, make good use of shock grenades to clear a
path and avoiding jumping down into an ambush. The jammer is located three
levels down and is just sticking out in the open, allowing you to use a
lightning storm to destroy it, ending the mission.
003.05 - End of the Road
Objectives:
- Destroy the anti-aircraft guns.
- Follow John's helicopter to the Ray Sphere.
- Locate and gain control of the Ray Sphere.
With the location of the Ray Sphere confirmed, John's plan is to drop a bomb
of knockout gas on the building, allowing Cole to run in and obtain the
Sphere. However, Kessler has three anti-aircraft guns positioned around the
building, so you'll have to destroy them first.
The anti-aircraft guns actually aren't that well guarded, so you'll find a
small group of First Sons and First Drones hanging around each one. Try and
attack from an adjacent rooftop to cut down their initial numbers and then
finish them off at closer range. If you can, try and deflect the Drones'
grenades back at them and the other First Sons to give them a taste of their
own medicine. When everyone's dead, use a lightning storm to destroy the gun
itself. Afterward, find the next gun and repeat the same strategy. John will
occasionally ring in and yell at you because he's taking fire, but his
chopper won't ever actually be shot down so don't worry about rushing.
When all three guns have been destroyed, head over to the marked rooftop to
trigger a cinematic. John will drop the bomb, but the First Sons have already
loaded the Ray Sphere into a truck and are heading for the docks to escape.
As John follows the truck in his helicopter, you have to follow after the
chopper.
Similar to the Secrets Revealed mission, the main reason you're going to fail
this part of the mission is if you fall and have to chase after the chopper
on foot. To avoid making a mistake, be sure to find the correct power line
that will take you in the helicopter's direction and make a good jump to
reach it. Nearly all of the buildings in this area have power lines
connecting them, so you really shouldn't have to rely on your static
thrusters to get you from rooftop to rooftop. After you enter the Historic
District, you can use the train tracks to take you straight to the docks
where the First Sons take the Ray Sphere. Jump from the tracks and make your
way to the end of the pier.
As before, John will yell at you for taking too much time occasionally, but
there's no time limit here so go at your own pace. The first area is void of
any enemies, instead replaced by a minefield, so use the storage containers
to bypass that section. Drop down near the chain link fence and poke your
head around the corner. Some enemies will toss smoke grenades to limit the
visibility, so hang back and return fire with your shock grenades. Destroy
the First Drones before they can clobber you with a volley of grenades and
clear any stragglers camping out around corners before continuing.
There are two more mini-battles and consist of essentially the same sort of
attacks. There are some mounted turrets positioned in some of the corners to
catch you off guard, but this only makes it easier to lob a grenade behind it
to kill the gunner. Continue farther down until you reach the dock where the
Ray Sphere is for your final main story Karma Moment.
- Karma Moment -
The Ray Sphere has brought you death and destruction. It's also brought you
power. If you destroy it you'll be preventing anyone else's greed to cause
the sort of misery that's afflicted Empire City for the past three weeks. On
the other hand, if you active the Ray Sphere again, you'll become even more
powerful and no one would dare try and mess with you.
If you take the Evil route and activate the Ray Sphere you'll gain four more
battery cores on top of the Evil Karma. If you destroy it, you only get your
Good Karma - such is the life of a hero.
NOTE: If you choose to activate the Ray Sphere, you will attain Infamous rank
regardless of what actions you took previously in the game. You will also be
permanently locked into the Evil path and end up with the evil ending, so
make sure you choose the option you truly want for this Karma Moment.
003.06 - The Truth
Objectives:
- Defeat Kessler.
Fittingly, the final battle takes place at ground zero where the game began.
Nothing fancy here, it's just one-on-one between you and Kessler.
Boss: Kessler
Kessler is the only boss that actually has a health meter, and it'll take
quite a bit of punishment to knock it all the way down. Still, this battle is
all about remaining on the defensive and only attacking when Kessler leaves
himself open.
As such, it's only fitting to go over all of Kessler's attacks before getting
into how to inflict damage on him. The big boss man has a few different
attacks at his disposal, but they're all fairly easy to avoid once you're
able to recognize them. Kessler's arsenal includes:
- A telekinetic blast that will knock you down. Kessler will teleport
diagonally towards you several times before stopping to attack, and you'll
have to roll to either side to avoid it. This is probably the most difficult
attack to avoid at first, but it also doesn't really do that much damage.
Alternatively, you can also use your Polarity Wall to block it, though you
won't recharge your battery cores even if you've upgraded the power (thanks
to Cack for this fact).
- An earthquake attack similar to your Thunder Drop, only with greater range.
When Kessler pounds the ground and initiates this attack, back up and use
your thrusters to glide over the quake without getting too close to Kessler
himself.
- Planting three or four mines in front of him. They're large, they glow, and
they're yellow, so they're extremely easy to pick out against the black and
gray ground. Destroy them if you can get them fast enough, but don't let
Kessler out of your sight. If you ignore them for long enough the mines will
explode by themselves.
- A stream of electric energy that will do some serious damage if it
connects. Fortunately, you can simply run from side to side or dodge out of
the way to easily avoid them. After firing four times, Kessler will drop to
his knees to rest.
So not dying doesn't seem that difficult, but how about attacking? If you try
and hit Kessler with any of your attacks, you'll find that he either
teleports away or they simply have no effect. So what can we do?
As mentioned above, after Kessler fires his series of electric streams he has
to pause and recuperate for a moment. This is the universal video game signal
for "Attack Me Now", so use this short window to blast him with megawatt
hammers, lightning bolts, or arc lightning if you're Evil. When he gets up
again, go back to avoiding his attacks and wait for him to use the energy
attack again.
After taking a third of his life, Kessler will attack you directly and
initiate the same mini-battle that you used to defeat Sasha. Only this time,
no matter how fast you tap, Cole just isn't able to get those crosshairs over
the white circle on Kessler's face. After failing to win the mini-battle,
Kessler will push Cole to the ground and prepare to finish him off. Just when
the situation seems utterly hopeless, your previously useless buddy Zeke
shows up to distract Kessler just long enough to let Cole get back up and
continue the fight. Zeke ol' buddy, I take back anything bad I said about
you.
Round Two appears to be the same as it was before the cinematic, and for the
most part it is. The only difference is that when Kessler performs his
earthquake attack he'll also summon a half-dozen giant echoes that will
slowly lumber after you. This makes avoiding the earthquake attack a bit
trickier since you have to glide over the shockwave but stop before crashing
into his echo minions. However, as with the Reaper hallucinations, a single
lightning bolt will destroy Kessler's minions, so quickly blast them away and
go back to watching Kessler. If you're taking too long, just forget about
them, as after about ten seconds they'll disappear naturally. Besides that,
though, nothing else is new, so continue to hammer Kessler after his energy
attack.
With just a third of his life remaining, Kessler throws out one final twist.
Occasionally he'll summon three First Drones to fly around and throw grenades
at you, and unlike the mines and echo minions, these won't just go away if
you ignore them. With that in mind, you'll want to destroy these things as
quickly as possible, so spam lightning bolts or arc lightning as soon as they
appear.
When you finally drain Kessler's health meter to zero, he'll reinitiate the
mini-battle sequence again. This time you can actually win it, though, so tap
X as fast as possible and overlap the white and blue circles to finish him
off and complete the mission.
With Kessler dead, you've successfully completed the main story section of
inFamous. Be sure to stick around for the ending, though, because the game
throws a very cool and very unexpected twist in at the end, setting up the
possibility for an inFamous II in the process. The fun doesn't have to stop
here, though - after the credits you'll retake control of Cole, leaving you
free to search for Blast Shards and Dead Drops, take over any remaining
territories in the three districts, or simply continue exploring Empire City.
004.0 - Side Missions
004.1 - Neutral Missions
004.2 - Good Missions
004.3 - Evil Missions
004.1 - Neon District
004.11 - Neutral Missions
Neutral mission icons are yellow on your radar and can be completed by both
Good and Evil characters without affecting your Karma status. There are
thirty Neutral side missions in the Neon District.
004.1101 - Abduction
004.1102 - Bystander
004.1103 - Clinical Onslaught
004.1104 - Clinical Disaster
004.1105 - Counter-Surveillance
004.1106 - Dark Water
004.1107 - Drug Runners
004.1108 - Explosive Choices
004.1109 - Grave Danger
004.1110 - Hidden Package
004.1111 - Mobile Poison
004.1112 - Photographer
004.1113 - Playing Doctor
004.1114 - Satellite Uplinks
004.1115 - Spy Games
004.1116 - The Impostor
004.1117 - The Informant
004.1101 - Abduction
Number of Abduction missions in the Neon District: 4
In Abduction, a group of Reapers have taken several civilians hostage and are
escorting them through town, and it's up to Cole to rescue them. Besides
personal satisfaction, you'll earn more XP for every hostage you keep alive.
Fortunately, the Reapers will only attack Cole and not the hostages, so the
only reason they die is if you accidentally hit them. To avoid this,
carefully aim your shots and try to lead the Reapers away from the cowering
hostages. You can also climb up a nearby rooftop and use that as a vantage
point to get a better view.
The first two Abduction missions only include the regular thug Reapers, but
the third includes a Conduit and a Reaper with a rocket launcher and the
fourth contains two Conduits. For the former, getting rid of the rocket
launcher Reaper should obviously be your first priority, and afterwards you
can deal with the remaining goons. When it comes to fighting the Conduits,
shockwaves have always been the easiest way to incapacitate them, but if you
use one you run the risk of taking out some of the hostages as well. If you
can get the Conduit alone, go with the shockwaves, otherwise sticking to your
lightning bolts.
004.1102 - Bystander
The Reapers are attacking the police station, and it's up to Cole to make
sure the Reapers don't win. When you reach the station, you'll have a Karma
Moment.
- Karma Moment -
With your powers you could definitely save some lives by immediately jumping
into the fray and taking down the Reapers. On the other hand, if you let them
duke it out and hang back, you can stroll in later on and easily handle
whatever's left of the weakened group of Reapers. If you're a hero you'll run
over and start helping the cops immediately, but if you want to be evil you
should stay away until most of the cops are dead.
Either way, when you start fighting your main priority should be the mounted
turret. Once the gunner's dead you can easily deal with the remaining goons,
and the surviving police officers will act as a distraction as they engage
the Reapers.
004.1103 - Clinical Onslaught
This side mission is very straightforward and is similar to the main story
mission Medical Emergency. The clinic is under attack, and you have to clear
out the Reapers. There aren't any hostages or Conduits, so just pick off the
Reapers and take over the territory.
004.1104 - Clinical Disaster
The names are similar, and the actually mission turns out to be nearly
identical as well. Take out the Reapers around the clinic to complete this
mission.
004.1105 - Counter-Surveillance
Number of Counter-Surveillance missions in the Neon District: 2
In Counter-Surveillance, your job is to destroy surveillance equipment
planted by the Reapers on a specific building. The devices are only planted
on the walls of the building, and they have a blinking red light that makes
them stand out and easier to locate. Additionally, you can find a shaded
circle on your map and radar that displays the area where the devices are
located. As you destroy the surveillance devices, the circle will become
smaller, allowing you to focus on specific areas to search.
To make things easier, you'll want to try and be pretty methodical here.
Start on the roof of one side and position the camera so it's looking
straight down. Wait a few moments for any surveillance devices to blink and
then drop down and destroy them. If you're having trouble finding the last
few devices, jump down to the street and step back for a second look at a
different angle.
If any Reapers decide to attack you, deal with them first so you aren't
distracted while you search.
004.1106 - Dark Water
Number of Dark Water missions in the Neon District: 4
These side missions appear after the mission Nemesis Revealed, and they
involve disabling the same Reaper tar kegs attached to the water towers.
When you start the mission, climb up a building next to the one near the
water tower, preferably one that's taller. From here, snipe as many of the
Reapers as you can before jumping down and finishing them off. In the later
mission you'll have a Reapers with a rocket launcher and a Conduits guarding
the tar kegs, but they're nothing a shockwave can't handle.
Once it's just you and the tar keg, climb up and disable it, either by
overcharging it for Evil Karma or using a shockwave to destroy it for Good
Karma. You won't have the usual Karma Moment, but you're actions will make
you slightly more heroic or evil. If you get a blast of tar you will lose
some of your battery core temporarily, but you will automatically cure
yourself after a few minutes.
004.1107 - Drug Runners
Another fairly simple mission - a medic tells you that a group of Reapers
have stolen some medical supplies and asks you to retrieve them. The Reapers
appear as white and red markers on your radar, so pick the nearest one and
chase him down. He may have a posse of Reapers along with him, but a shock
grenade should be enough to force them to scatter. If not, deal with them as
well, but make sure the marked Reaper doesn't get slip away. When he dies,
find the glowing blue package marked on your map and pick it up.
Now head over to the next Reaper. The only annoyance here is that sometimes
they can be several blocks apart from each other, but once you catch up to
him repeat the same strategy. When you have all of the packages, return to
the medic to complete the mission and unlock the clinic.
004.1108 - Explosive Choices
This mission's a total joke. Follow the cop to the police station and face
the Karma Moment.
- Karma Moment -
Diffusing the bomb could be risky, but you'll save countless lives if you're
successful. But are countless lives more important than yours?
If you're a good guy, drain the energy from the bomb to diffuse it, otherwise
just walk away for that juicy Evil Karma. And in case you're worried, nothing
goes wrong when you attempt to diffuse it.
004.1109 - Grave Danger
When you meet the civilian who gives you this mission, he reveals himself as
a Reaper Conduit and a swarm of Reaper thugs ambush you in the graveyard. To
complete this mission you'll have to wipe out the Reapers and get your
revenge on the Conduit.
First thing's first - get out of the graveyard. Run down the street a little
to avoid being surrounded, and then allow the Reapers to come to you in small
groups. Use shock grenades and the nearby cars to create some destruction and
take a few out in the resulting explosions, and finish the Conduit off with a
shockwave.
004.1110 - Hidden Package
Number of Hidden Package missions in the Neon District: 2
Hidden Package missions do not show up on your radar or map until you kill a
specific gang member wandering around the area. There's nothing unique about
this gang member to make them stand out, so the only thing you can do is
blast as many of them as you can find. When the correct thug is killed, his
body will have a yellow aura around him and you'll be able to begin the
mission. You'll receive a photograph of a glowing blue package hidden nearby,
so it's up to you to find it based on the surrounding landmarks from the
photo. Additionally, a shaded ring will appear on your map signifying the
range where you should look for the package.
- Hidden Package 1 -
The Reaper and package can be found in Archer Square where the First Glimpse
mission took place. You'll see a picture of a cycling neon sign across the
street, some bushes, and a concrete post. The package is located underneath
the overhang to the west, so run over and pick it up for some Blast Shards.
- Hidden Package 2 -
The Reaper is loitering around the park just south of Zeke's place, so stir
up some trouble to find him. Use the globe statue as your main landmark, and
you'll find the package northeast of the globe on a balcony near the large
billboard.
004.1111 - Mobile Poison
Number of Mobile Poison missions in the Neon District: 2
In Mobile Poison, one of the Reaper's tar trucks is driving around the city,
so you have to destroy it to prevent them from polluting the city's water
again.
In both cases, a small army of Reaper foot soldiers is guarding the trucks,
though none of them are equipped with rocket launchers. They are initially
unaware of your presence, so use that to your advantage and toss a handful of
grenades to take as many out as possible. Afterward, deal with anyone else
who picks a fight before going after the truck, which is otherwise
defenseless and doesn't really try to escape.
Once you have the truck relatively alone, hit it and hit it hard. Use your
shock grenades to quickly inflict damage and it will explode in no time.
004.1112 - Photographer
It looks like someone ripped off Peter Parker's idea - a freelance
photographer wants to catch some photos of Cole showing off his moves. The
photographer will ask you to heal a random pedestrian, use melee attacks on a
nearby Reaper, and then finish off the show by destroying some cars. Follow
his instructions to complete the mission.
004.1113 - Playing Doctor
Playing Doctor begins with a Karma Moment.
- Karma Moment -
Some police officers have been injured in a recent fight with the Reapers,
and another cop asks you to heal them in exchange for some Blast Shards. You
can either go help them out, or just take the Blast Shards without upholding
you end of the deal. The former will earn you Good Karma, while the latter
rewards you Evil Karma.
If you choose the heroic route, when you return from healing the cops a band
of Reapers lead by a Conduit will attack. Take care of them before receiving
your Blast Shards.
004.1114 - Satellite Uplinks
Number of Satellite Uplink missions in the Neon District: 3
This mission tests your ability to navigate across rooftops while on a time
limit - a skill that comes in handy during some of the main story missions.
When you reach the first satellite, drain its power to align it, and then
you'll have to race by the remaining satellites in the area to align them as
well.
Every satellite is connected to the ones before and after it by power lines,
though it's not always completely obvious at first glance. It make take a few
tries, but if you can't reach one of the satellites in time it's likely
because you aren't taking the most efficient route. If that's the case, look
around for another power line that will get you there more directly.
For obvious reasons, the induction grind power is vital here.
004.1115 - Spy Games
Number of Spy Games missions in the Neon District: 3
In Spy Games, a civilian will alert you to a Reaper courier who is in the
process of dropping of a package, which always turns out to be five Blast
Shards. Your task is to follow after him, but if he spots you he'll abandon
his plan, so you have to be sneaky here.
Just keeping your distance isn't enough in this case - occasionally the
courier will stop and turn around to check if he's being follow, so if you're
in his line of sight you'll fail the mission. Your best bet is to stay above
him - train tracks are great if they follow the same path the courier takes,
but rooftops will also work.
Of course, when all else fails you can just use the buildings and alleyways
as cover and wait for him to go around the block to follow after him. There's
a bit of a glitch where your body can be completely behind a building but the
courier will still spot you, so make sure to stay well away from the corners
to avoid this. You'll also want to avoid fighting here, for obvious reasons.
When the courier reaches his destination he'll stash his package under a
dumpster, behind a trashcan, or in some other easily accessible area. Run
over and pick it up to complete the mission, you're also welcome to kill the
courier now but this isn't a requirement.
004.1116 - The Impostor
Your mission is to locate a Reaper Conduit disguised as an average civilian.
He's located on the other side of the fountain sitting, and in particular
you'll find him sitting on a bench by himself. When you press L3 a red aura
will surround him, so he's pretty easy to pick out. When you spot him, take
him down with a shockwave.
004.1117 - The Informant
Cole meets up with someone who has information regarding the Reapers, but
before he can tell you a group of Reapers ambush and assassinate him. So much
for the plan...
The new mission is to wipe out the Reapers who did the deed. Retreat for the
moment to avoid being surrounded, and then fight them off as you would any
pack of Reapers. Easy.
004.12 - Good Missions
Good mission icons are green on your radar and, as the name implies, should
only be completed by Good characters since you gain Good Karma for completing
them. There are five Good side missions in the Neon District.
004.1201 - Fan Club
004.1202 - Officer Down
004.1203 - Tied Down
004.1204 - Tough Collar
004.1205 - Walk the Dogs
004.1201 - Fan Club
While the protestors are down the street, run up ahead and position yourself
on the roof of a building across the street from the park. When the Reapers
attack, one of them lugging around a rocket launcher will appear from the
park, so take him down before he gets any more shots off. Snipe any other
Reapers you can find from your vantage point, and then jump down and finish
them off.
004.1202 - Officer Down
When you find the dead cop, follow his echo to a group of Reapers about to
execute some more police officers. Kill them before they do.
004.1203 - Tied Down
In this mission, all you have to do is restrain any four Reapers, so run
around until you find one. To avoid killing him, stun him with a lightning
bolt and then run up and use melee attacks until he falls to the ground. From
there, use the Arc Restraint to incapacitate them before leaving to find
another.
004.1204 - Tough Collar
All you have to do is restrain a Reaper Conduit - easy, no? When you find the
marked Conduit, take out all of his minions before using a shockwave to knock
him down. Afterward, run up and restrain him before he can get back up.
004.1205 - Walk the Dogs
With the police undermanned, Harms requests that you escort four Reaper thugs
to the police station. The Reapers are restrained and unarmed, so they
shouldn't give you any problems. Yeah, sure...
Zap one of the Reapers to get them moving, and hit another one with a
lightning bolt to make them move faster. Eventually, two of the Reapers will
find the courage to attack you by picking up rocks and throwing them at you,
but their pitiful attacks are nothing compared to your own powers. Hit them
with a blast of electricity to put them back in their place, and then
continue leading the group through the city. Don't worry about the other two
Reapers, they'll just drop to the ground and wait for you to finish dealing
with their comrades.
Later on, another pair will attempt to make a break for it and escape. As
before, the remaining Reapers will be fine, so chase the others down and zap
them into submission. Once they give in, the other two will waddle over and
the group will head towards the police station again.
Two of the Reapers will likely try one of those strategies again, but you
should have no problem keeping them in line. Remember to zap them each time
they reform to get them to pick up the pace again.
004.13 - Evil Missions
Evil mission icons are red on your radar and, as the name implies, should
only be completed by Evil characters since you gain Evil Karma for completing
them. There are five Evil side missions in the Neon District.
004.1301 - Angry Mob
004.1302 - Dirty Job
004.1303 - Hit Squad
004.1304 - No Forgiveness
004.1305 - Rampage
004.1301 - Angry Mob
It turns out that some people don't approve of the way you're handling your
new powers, and they've formed a mob to protest against you. Obviously
there's only one solution - kill them all! Find the mob on your radar and
sneak up on them from the rooftops, and then bomb them with grenades to wipe
them out.
004.1302 - Dirty Job
You've been hired to assassinate someone, so look at the picture and search
for the guy. He's wearing a bright yellow jumpsuit and is usually sitting on
a bench in Archer Square, so find him and put him out of his misery.
Return to the guy who hired you, but watch out for the squad of police
officers that show up. Kill them all and check the locker for a five Blast
Shard reward.
004.1303 - Hit Squad
The Neon SWAT team is on the lookout for you, so go show them what they're up
against. Head towards the marker and climb up one of the nearby rooftops.
When the SWAT team comes through the area, blast them all to hell with shock
grenades before jumping down to finish anyone else off.
004.1304 - No Forgiveness
The police trick Cole into walking into a trap, so there's only one way to
properly punish them. Retreat for the moment to get away from the main
action, and then use grenades to take them out.
004.1305 - Rampage
You need to draw the cops into attacking you, so find a heavily trafficked
area and begin murdering pedestrians and destroying cars. When the meter
reaches "Crazy" the cops will show up, so eliminate them all to complete the
mission.
004.2 - Warren District
004.21 - Neutral Missions
Neutral mission icons are yellow on your radar and can be completed by both
Good and Evil characters without affecting your Karma status. There are
twenty-four Neutral side missions in the Warren District.
004.2101 - Brother's Keeper
004.2102 - Chasing Echoes
004.2103 - Counter-Surveillance
004.2104 - El Train
004.2105 - Hidden Package
004.2106 - Infestation
004.2107 - Photographer
004.2108 - Satellite Uplinks
004.2109 - Split Decision
004.2110 - Stolen Prescriptions
004.2111 - Street Fight
004.2112 - Surgical Operation
004.2113 - Terror Bus
004.2114 - The Informant
004.2115 - Ulterior Motives
004.2101 - Brother's Keeper
When you talk to the medic, he tells you that the Dust Men have taken his
brother hostage and are forcing him to patrol with them. The brother is
wearing a distinct square hood in contrast to the other Dust Men's round
hoods, so as long as you take the time to check you should be able to figure
out who's who.
At the beginning, run down to the corner of the block where the Dust Men are
coming up and go into Precision Mode. Spot the brother, and then use three
quick precision shots to take out the others. If you run out energy, you can
either charge back up from a nearby car or streetlight, or just run up and
finish off the remaining Dust Man with melee attacks or a lightning bolt. Of
course, just be sure to double-check who you're attacking again.
When the brother is the only Dust Man left he'll drop to his knees, so go
over and press Triangle to help him up. The medic will arrive to thank you
and take his brother away to safety.
004.2102 - Chasing Echoes
When the mission begins, the Dust Crab's echo will run away, so follow after
it through the maze of storage containers. You'll run into some light
resistance composed of groups of Crabs, but they're nothing that a shock
grenade and some lightning bolts can't handle.
The echo will take you to a trio of Dust Men Conduits standing around a fire,
and the new objective is to hunt down the three Conduits themselves. Instead
of searching through the maze, climb up the nearby ladder and stand on the
top of the stacked storage containers. From up here, search for the Conduits
and eliminate them with shock grenades and lightning bolts when you find each
one. Once all three have been killed, the gate at the entrance will open,
allowing you to leave.
004.2103 - Counter-Surveillance
Number of Counter-Surveillance missions in the Warren District: 3
In Counter-Surveillance, your job is to destroy surveillance equipment
planted by the Dust Men on a specific building. The devices are only planted
on the walls of the building, and they have a blinking red light that makes
them stand out and easier to locate. Additionally, you can find a shaded
circle on your map and radar that displays the area where the devices are
located. As you destroy the surveillance devices, the circle will become
smaller, allowing you to focus on specific areas to search.
To make things easier, you'll want to try and be pretty methodical here.
Start on the roof of one side and position the camera so it's looking
straight down. Wait a few moments for any surveillance devices to blink and
then drop down and destroy them. If you're having trouble finding the last
few devices, jump down to the street and step back for a second look at a
different angle.
If any Dust Men decide to attack you, deal with them first so you aren't
distracted while you search.
004.2104 - El Train
This mission is reminiscent of the main story mission The Rescue, and in
reality it's essentially a watered down version. When you reach the train
station, climb up onto the lead car to get it moving. As you enter the
tunnel, the train will stop moving and you'll be ambushed by a group of Dust
Men. Use megawatt hammers and shock grenades to quickly reduce their numbers
and get through any of the Dust Men carrying protective shields.
With the coast clear, run to the opposite end of the tunnel and jump down to
the streets to find the control panel located on the track's support beams
above you. Charge it up and get back to the train - some more Dust Men have
arrived, but you can easily repeat the same grenade strategy to wipe them
out. Power the train again by standing on the lead car, and once it exits the
tunnel you'll have completed the mission. Additionally, from now on all of
the trains in the Warren will be running again.
004.2105 - Hidden Package
Number of Hidden Package missions in the Warren District: 3
Hidden Package missions do not show up on your radar or map until you kill a
specific gang member wandering around the area. There's nothing unique about
this gang member to make them stand out, so the only thing you can do is
blast as many of them as you can find. When the correct thug is killed, his
body will have a yellow aura around him and you'll be able to begin the
mission. You'll receive a photograph of a glowing blue package hidden nearby,
so it's up to you to find it based on the surrounding landmarks from the
photo. Additionally, a shaded ring will appear on your map signifying the
range where you should look for the package.
- Hidden Package 1 -
You'll find the Dust Man with this package located in the most northern point
of the Warren District, near the tip of the peninsula. The package itself is
located near the north edge of the water by a fence underneath a partially
ruined building. This is one of the easier packages to find.
- Hidden Package 2 -
The area where this mission takes place is the northeastern side of Warren,
just before the peninsula to the northeast. The picture displays the package
on the top level of a fire escape with gargoyle on the next building over and
some smokestacks in the background. The key is to find the smokestacks, and
then face the opposite direction and search for the gargoyle next to a row of
fire escapes.
- Hidden Package 3 -
The Dust Man that triggers this side mission can be found roaming the
southwest area of the Warren, near the cranes. If you look at the image,
you'll see the package overlooking the south side of the Warren streets and
two cranes, one on the same dock and the other on the opposite dock. You can
certainly find this by simple trial and error, but it isn't too difficult to
figure out that the package is located on the southeast-most crane. Climb up
to the top and find the hidden package located above the control panel.
004.2106 - Infestation
The area is heavily defended by Dust Men Conduits, mounted turrets, and
plenty of foot soldiers to give you trouble. You'll want to take down the
enemies in order of how much of a threat they pose, and the roof of the next
building provides a nice vantage point to take out the Conduit and gunners.
Use shock grenades to take out the gunners and a few Dust Men thugs, and then
finish the rest off with precision shots.
004.2107 - Photographer
Another photographer wants to capture Cole in action, so follow his
instructions so he can get his photos. First, find and kill an enemy using
any means, and then use the nearby cars to drain electricity for the second
requirement. Finally, show off your moves with Thunder Drops and Induction
Grinds to finish the mission.
004.2108 - Satellite Uplinks
Number of Satellite Uplink missions in the Warren District: 4
This mission tests your ability to navigate across rooftops while on a time
limit - a skill that comes in handy during some of the main story missions.
When you reach the first satellite, drain its power to align it, and then
you'll have to race by the remaining satellites in the area to align them as
well.
Every satellite is connected to the ones before and after it by power lines,
though it's not always completely obvious at first glance. It make take a few
tries, but if you can't reach one of the satellites in time it's likely
because you aren't taking the most efficient route. If that's the case, look
around for another power line that will get you there more directly.
For obvious reasons, the induction grind power is vital here.
004.2109 - Split Decision
The woman who hires you tells you that her brother was transporting Blast
Shards when Dust Men attacked him. When she shows you in person, you'll see
two groups of Dust Men carrying the brother and Blast Shards away in
different directions.
- Karma Moment -
It would be downright mean to leave the brother to die, particularly since
you wouldn't even have known about those Blast Shards if his sister hadn't
asked you to help her. Of course, Blast Shards will make you more powerful,
and you can never be too powerful. A hero will save the brother while a
villain will ignore him and go for the Blast Shards.
Once you've made your decision, there are only a few Dust Men goons in either
group. Defeat them to complete the mission.
004.2110 - Stolen Prescriptions
This mission is similar to the Drug Runners side mission in the Neon
District, as both involve chasing down gang members who have stolen medical
supplies from a medic.
The Dust Men are hanging around the rooftops of nearby buildings, and besides
the usual group of thugs you'll find two mounted turrets on the two buildings
to the north. Obviously, approach the turrets from behind to make sure you
avoid getting caught in its range. Without the turret, the Dust Men don't
really stand a chance. Collect the medical supplies and return them to the
medic to unlock that clinic.
004.2111 - Street Fight
The Reapers and the Dust Men are waging war each other, and a lot of innocent
civilians will be killed if you let the two gangs wreck havoc. You'll want to
be careful here, though, since both sides are armed to the teeth. If you draw
fire from both sides you run the risk of getting multiple rockets being
launched at you all at once, so make sure you're a bit sneakier here. You can
try climbing up the back of the building where the Reapers are attacking,
wipe out the Reapers, and then just deal with the Dust Men on the street
below. From there you can bomb the gas station and catch a few of them in the
blast to reduce their numbers even more, and being on the rooftop will keep
you relatively protected.
You can also hang back for a while and let them duke it out themselves,
making it a bit easier for you to go in and clean up whatever's left.
004.2112 - Surgical Operation
Five Dust Men are holding a medic hostage at the end of a pier. Only two of
them are actually guarding the medic, but if they catch wind of any danger
they'll execute their hostage so they have to be taken out first. Climb up
the building on the dock and use the rooftop as a sniping position, and use a
pair of precision shots to eliminate them. When the medic is safe, jump down
and finish off the remaining Dust Men to complete the mission and unlock the
clinic.
004.2113 - Terror Bus 4
Number of Terror Bus missions in the Warren District: 4
All of these missions are identical to the Terror Streets mission, except
they only involve tracking down a single bus. As with the main story mission,
find a nearby rooftop and use your Static Thrusters to glide over the bus
before dropping down without having to deal with its deadly machine guns.
Overload the control panel to destroy the bus and complete the mission.
004.2114 - The Informant
The informant tells you he has important information that will help you
against the Dust Man, but before he can explain himself a group of Dust Men
appear from inside one of the storage containers and murder him.
You're stuck in a bad place here, so run around the corner and allow the Dust
Men to come to you. Figure out who's left and where they're hiding based on
their radar and hunt them down to complete the mission.
004.2115 - Ulterior Motives
A civilian will hire you to protect him as he goes to his locker, so follow
after him and attack the small groups of Dust Men that attack. Fortunately,
the Dust Men are only armed with standard weapons and don't attack the
civilian, so you shouldn't have any problem getting to the locker. When you
do, you'll face a Karma Moment.
- Karma Moment -
The civilian offers you a single Blast Shard as a reward, but you'll notice
that he has five Shards in his locker. If you're good, accept the single
Shard, otherwise kill him and take all five.
004.22 - Good Missions
Good mission icons are green on your radar and, as the name implies, should
only be completed by Good characters since you gain Good Karma for completing
them. There are five Good side missions in the Warren District.
004.2201 - Cops and Robbers
004.2202 - Containment
004.2203 - Rat's Nest
004.2204 - Walk the Dogs
004.2201 - Cops and Robbers
The Dust Men are attacking a local police station, so run over and check out
the scene. You'll see a large army of Dust Men fighting the cops, and as you
get closers and Dust Golem will appear to cause even more trouble. You'll
want to destroy the Golem first, so run around the back and blast it with
megawatt hammers. Try to ignore any Dust Men that pick a fight while you're
focusing on the Golem, but feel free to stop and deal with them if they're
too much of a distraction.
With the Golem out of the picture, sneak up behind any of the surviving Dust
Men and eliminate them. Without the Dust Golem as their ace in the hole, the
gang doesn't stand much of a chance.
004.2202 - Containment
In terms of combat, this mission is a breeze. Unfortunately, actually making
it to the party can give you some problems. The prison itself is several
stories high and forces you to take several indirect paths, so you'll want to
take your time and make sure you're going in the right direction.
From the streets, climb up the streetlight and jump over to the prison wall.
Use the windows above you to continue up to reach the roof, where you'll find
a pair of Dust Men fighting some cops. Take them out and run over to the area
behind them, where you'll find a partially destroyed staircase near some more
windows. Climb up to the next level, and then head over around the side of
the building to find some debris you can climb up. At the top you'll confront
the remaining Dust Men, so kill them to complete the mission.
004.2203 - Rat's Nest
Harms informs you of a Dust Man hideout, and suggests that you destroy their
air conditioning unit to smoke them out. The rooftop where the unit is
located is guarded by several Dust Men, so climb to the roof of an adjacent
building to wipe them out first.
Afterward, find the A/C unit and disable it by pressing Triangle while
standing in front of it. The Dust Men will pour of from the building, but the
smoke makes it difficult to spot them from up on the roof. However, you can
find them and more Dust Men will appear to replace the ones that are killed,
so spam your shock grenades and use your radar to spot them.
004.2204 - Walk the Dogs
Number of Walk the Dogs missions in the Warren District: 2
With the police undermanned, Harms requests that you escort four Dust Men to
the police station. The Dust Men are restrained and unarmed, so they
shouldn't give you any problems. Yeah, sure...
Zap one of the Dust Men to get them moving, and hit another one with a
lightning bolt to make them move faster. Eventually, two of the Dust Men will
find the courage to attack you by picking up rocks and throwing them at you,
but their pitiful attacks are nothing compared to your own powers. Hit them
with a blast of electricity to put them back in their place, and then
continue leading the group through the city. Don't worry about the other two
Dust Men, they'll just drop to the ground and wait for you to finish dealing
with their comrades.
Later on, another pair will attempt to make a break for it and escape. As
before, the remaining Dust Men will be fine, so chase the others down and zap
them into submission. Once they give in, the other two will waddle over and
the group will head towards the police station again.
The new addition to these Walk the Dogs missions is that after the first sign
of defiance, a group of Dust Men will ambush you in an attempt to rescue
their captured comrades. Don't stand around in the street looking for them,
the four prisoners will sit down and wait for one side to win, so find some
cover and get up to the nearest rooftop to even the odds. You'll find three
or four Dust Men on the surrounding rooftops trying to snipe you, but now
that you know where they are you can easily take them out. Afterward, jump
back down and get your boys moving again.
Two of the Dust Men will likely try one of those strategies again, but you
should have no problem keeping them in line. Remember to zap them each time
they reform to get them to pick up the pace again.
004.23 - Evil Missions
Evil mission icons are red on your radar and, as the name implies, should
only be completed by Evil characters since you gain Evil Karma for completing
them. There are five Evil side missions in the Warren District.
004.2301 - Death March
004.2302 - New Friends
004.2303 - Night On The Town
004.2304 - Minions
004.2305 - Stick It To The Man
004.2301 - Death March
This mission is essentially the Evil counterpart of the Good side mission
Walk the Dogs. When you reach the marker, you'll find four Dust Men that you
must lead to the waterfront.
Zap one of the Dust Men to get them moving, and hit another one with a
lightning bolt to make them move faster. Eventually, two of the Dust Men will
find the courage to attack you by picking up rocks and throwing them at you,
but their pitiful attacks are nothing compared to your own powers. Hit them
with a blast of electricity to put them back in their place, and then
continue leading the group through the city. Don't worry about the other two
Dust Men, they'll just drop to the ground and wait for you to finish dealing
with their comrades.
Later on, another pair will attempt to make a break for it and escape. As
before, the remaining Dust Men will be fine, so chase the others down and zap
them into submission. Once they give in, the other two will waddle over and
the group will head towards the waterfront again.
When you reach your destination, all that's left to do is murder them, and if
you use a shockwave you can knock all four into tthe water, which will
prevent them from escaping.
004.2302 - New Friends
Some Reapers are being held in the prison, and despite all the misery they've
brought you in the past it's your job to set them free. From the street,
climb up the lamp post to grab onto the prison wall, and then shimmy across
the ledge to reach the windows, which you can use to get up to the roof.
There are some prison guards patrolling around here, so kill them and
continue to the other end of the roof. Use the crank to raise the catwalk,
which you can then use to reach the platform above. From here, climb up some
more windows and use the girder sticking out to glide to the partially
destroyed wall.
Climb up to the roof and fight a few more prison guards. Enter the
transformer room and drain the power from the two generators to disable the
prison security and complete the mission.
004.2303 - Night On The Town
The Conduits will lead you across town to the Dust Men gathering. From here,
use shock grenades and megawatts to obliterate any Dust Men unfortunate
enough to be in the area. When the coast is clear, the Conduits will lead you
to the next Dust Men gathering, so repeat the same strategy to complete the
mission.
004.2304 - Minions
At Sasha's request, cover the civilians in the mind tar by turning the valve
near their cage. Set them free by shooting the locks on the doors, and then
wait for the Dust Men to arrive. When they do, stay back and pick them off as
they come within range, using grenades to wipe out any large clusters that
decide to stick together.
004.2305 - Stick It To The Man
Your mission is to destroy a police station, but you'll have some Conduits
helping you out. Stick to the roofs to avoid getting involved in the
firefight, and pound the police station door with megawatt hammers. There's a
turret nearby, but you can either ignore him or try and land a grenade behind
him. Either way, after enough abuse the police station will go down in
flames.
004.3 - Historic District
004.31 - Neutral Missions
Neutral mission icons are yellow on your radar and can be completed by both
Good and Evil characters without affecting your Karma status. There are
thirteen Neutral side missions in the Historic District.
004.3101 - Counter-Surveillance
004.3102 - Drug Runners
004.3103 - El Train
004.3104 - Hidden Package 3
004.3105 - Med Drop
004.3106 - Mobile Poison
004.3107 - Paranoia
004.3108 - Photographer
004.3109 - Private Property
004.3110 - Satellite Uplinks
004.3111 - Supply Run
004.3101 - Counter-Surveillance
In Counter-Surveillance, your job is to destroy surveillance equipment
planted by the First Sons on a specific building. The devices are only
planted on the walls of the building, and they have a blinking red light that
makes them stand out and easier to locate. Additionally, you can find a
shaded circle on your map and radar that displays the area where the devices
are located. As you destroy the surveillance devices, the circle will become
smaller, allowing you to focus on specific areas to search.
To make things easier, you'll want to try and be pretty methodical here.
Start on the roof of one side and position the camera so it's looking
straight down. Wait a few moments for any surveillance devices to blink and
then drop down and destroy them. If you're having trouble finding the last
few devices, jump down to the street and step back for a second look at a
different angle.
If any First Sons decide to attack you, deal with them first so you aren't
distracted while you search.
004.3102 - Drug Runners
As with the previous Drug Runners missions, a couple of First Sons have
stolen medical supplies from the local clinic, so it's up to Cole to retrieve
them. Besides the usual group of thugs, you'll run into one of the Giant
Conduit First Sons, and another has a group of Invisible Conduits protecting
him. Attack the Conduits first and only at a distance before worrying about
collecting the medical supplies - you don't want to get shot in the back by
one of the Invisible Conduits, after all.
When all of the packages have been collected, return to the medic to complete
the mission and unlock the clinic.
004.3103 - El Train
As before, you'll have to get the train to the other side of the island
before the trains begin running regularly again. Power the lead car to get
things moving, and take out any First Sons you can see hanging around the
rooftops. While this is going on, though, keep an eye on your right side, as
a UAV drone will show up and occasionally fire a missile at you. Use a
shockwave to deflect it away, and then destroy the UAV with a precision shot.
Up ahead you'll see a blockade and a parking garage on the left. Don't wait
for the train to stop by itself, just jump off the side and run inside the
lower level of the garage. Above you, a turret truck is parked and the gunner
will mow you down if you try to get in close, and there are a half-dozen
First Drones flying around. Fortunately there's only one entrance to this
level of the parking garage, so you're relatively safe here. As the Drones
fly in to attack you, blast them with lightning bolts to destroy them - if
they stay outside, peek out to find them but don't expose yourself too much.
When all of the Drones are destroyed, throw a few shock grenades onto the
level above you to destroy the truck.
When the Drones and truck are destroyed, use a few shockwaves to push the
cars off the track and clear a path. Jump onto the train again and ride it
around the bend to complete the mission.
004.3104 - Hidden Package
Number of Hidden Package missions in the Historic District: 3
Hidden Package missions do not show up on your radar or map until you kill a
specific gang member wandering around the area. There's nothing unique about
this gang member to make them stand out, so the only thing you can do is
blast as many of them as you can find. When the correct thug is killed, his
body will have a yellow aura around him and you'll be able to begin the
mission. You'll receive a photograph of a glowing blue package hidden nearby,
so it's up to you to find it based on the surrounding landmarks from the
photo. Additionally, a shaded ring will appear on your map signifying the
range where you should look for the package.
- Hidden Package 1 -
This package is located just north of ground zero, and the photo depicts the
roof of a tall building with gilded edges overlooking the blast area. There's
only one standing skyscraper near the blast zone, so climb up and search the
southern area near the very top to find the package.
- Hidden Package 2 -
The First Son carrying this mission can be found in the southwest corner of
ground zero, and when you kill him you'll obtain a photo of a parking garage.
Finding the garage is easy, but it's a little tricky to narrow down exactly
where it is without just doing a sweep of every level to find any matching
landmarks. The package is actually located on the third floor in the
southwest side of the garage, so climb up the debris to reach it.
- Hidden Package 3 -
You'll find this mission around what remains of the bridge that connects
central Warren and the central Historic District. You'll see the beginning of
the bridge, the train tracks, a lot of water, and the package itself hidden
among some rocks. Jump over the railings on the south side of the bridge and
search the rocky area near the water to find the last package.
004.3105 - Med Drop
The government has airdropped some more medical supplies, but they've all
landed on the rooftops, making them inaccessible by the medics who can put
them to use. Cole's job is to use a shockwave to push them off the rooftops,
but they don't actually have to land in the streets so don't get crazy if
they fly off and get stuck somewhere else.
All of the crates are marked on your radar and are, unfortunately, a bit
spread out. Pick the closest one and climb up an adjacent building to avoid
walking into a firefight. Each crate is protected by a group of First Sons,
and although there aren't any Conduits or goons with rocket launchers, they
can still give you some trouble, particularly if the First Sons guarding a
different crate on the next building over are shooting at you as well. Just
take your time and make sure you're killing everyone, and use precision shots
to snipe the ones farther away. Additionally, all of the buildings have mines
planted on them, so listen for its beeping and watch out for the blinking red
light.
004.3106 - Mobile Poison
Another tar truck is driving around, so go ahead and destroy it before it can
start polluting the water supply again. At this point, you should be powerful
enough to wipe out the First Son foot soldiers following after it, and once
they're out of the picture the truck will go down in flames shortly after.
004.3107 - Paranoia
A woman in the park tells you that invisible First Sons are roaming around
the park, and as soon as she finishes talking you're conveniently ambushed by
three of them. Fortunately, they aren't completely invisible, as they create
a blurry outline that stands out if you look closely.
The three Invisible Conduits are pretty tough, though, and they're all
equipped with shotguns that will make short work of you at close range. To
avoid getting mangled, run away from the gazebo area and wait for the
Conduits to follow after you. Use megawatt hammers to kill them if they stay
close together, otherwise you can just take them out with lightning bolts.
004.3108 - Photographer
Another photographer wants to snap some photos of Cole showing off, so follow
his instructions to let him get his shots. First, climb up the marked
building, and then use your Static Thrusters to glide back down. Finally, use
a lightning storm to finish the mission.
004.3109 - Private Property
A woman tells you about a wounded civilian who managed to fight off some
First Sons who tried to rob him. When you arrive at the scene you'll trigger
a Karma Moment.
- Karma Moment -
The First Sons were attempting to rob the man because he has five Blast
Shards in his locker. You could heal him, and he might reward you with one of
his Shards. Alternatively, you could pick up where the First Sons left off
and just grab all five.
For once, being Good finally pays off here. If you heal the man, not only
will you get Good Karma but also the man will be so grateful that he'll give
you all five Blast Shards anyway. If you attempt to steal them, you'll
discover that the locker was rigged with a bomb. Enjoy your Evil Karma.
004.3110 - Satellite Uplinks
This mission tests your ability to navigate across rooftops while on a time
limit - a skill that comes in handy during some of the main story missions.
When you reach the first satellite, drain its power to align it, and then
you'll have to race by the remaining satellites in the area to align them as
well.
Every satellite is connected to the ones before and after it by power lines,
though it's not always completely obvious at first glance. It make take a few
tries, but if you can't reach one of the satellites in time it's likely
because you aren't taking the most efficient route. If that's the case, look
around for another power line that will get you there more directly.
For obvious reasons, the induction grind power is vital here.
004.3111 - Supply Run
This side mission is a watered down version of the mission Anything For
Trish, and compared to that you can get through this in your sleep. The bus
is once again rigged with an electric grid on the roof that's constantly
supplying you with power, but none of the First Sons are equipped with rocket
launchers so you shouldn't have a problem keeping the bus in one piece.
You may be tempted to use lightning storms to obliterate anything that is
unfortunate enough to be in the area, but keep in mind that you'll inflict
damage on the bus as well so don't bother. Instead, simply fire as many
megawatt hammers as you possibly can in all directions to cut down on all of
the First Sons. Remember that you can drain power from the bus to replenish
your life if you have to, and as long as you don't just sit around staring at
the sky the bus should reach the clinic relatively unscathed.
004.32 - Good Missions
Good mission icons are green on your radar and, as the name implies, should
only be completed by Good characters since you gain Good Karma for completing
them. There are five Good side missions in the Historic District.
004.3201 - Fan Club
004.3202 - Rat's Nest
004.3203 - Tied Down
004.3204 - Titanic Justice
004.3205 - Walking Wounded
004.3201 - Fan Club
A group of civilians are marching through the streets to show their support
for you, so you'll want to protect these guys. As with the previous Fan Club
mission, climb up the tallest building you can find on the street where
they're marching and wait for the First Sons to attack.
When they do, use precision shots to kill as many First Sons as you can find.
Use the power supplies on that and any surrounding buildings to recharge, and
finish off the remaining First Sons in the area.
After the coast is clear, the marchers will regroup and begin down the street
again. The mission will end when they reach the el tracks.
004.3202 - Rat's Nest
Just like the last Rat's Nest mission, climb up onto the First Sons' hideout
and disable the air conditioning unit to force the First Sons out into the
streets. You have to kill twenty-five of them, but there will be many more
than that that who will show up so don't worry about killing every single
one. You may be tempted to jump down to the street and fight the First Sons
there since the smoke blocks your view, but don't bother. Use the radar to
find group of enemies instead, and use shock grenades and megawatt hammers to
take out any groups you can locate. If you get frustrated and want to wipe
out a bunch all at once, use a lightning storm to kill anything in the area.
004.3203 - Tied Down
This mission is very straightforward - just restrain any five First Sons.
Wander the streets until you locate one, and then use a few lightning bolts
to knock them to the ground. When they drop to the ground, run up and use the
Arc Restraint to capture them, and then move onto the next First Son.
Alternatively, if you've obtained the third upgrade for the shock grenades,
enemies will be automatically restrained if they get caught in the blast.
004.3204 - Titanic Justice
Two Dust Golems are battling the First Sons in the blast zone, and as always
the risk of collateral damage means that you have to put a stop to it. Let
them battle it out while you head around the side so that the entire group is
in a straight line in front of you, and then use a lightning storm to take
out as many of them as you can in a single blow. The Golems are really the
only enemies that will give you problems, but the lightning storm should
weaken them enough that a barrage of megawatt hammers will bring them down.
When they're out of action, clean up any remaining enemies to finish the
mission.
004.3205 - Walking Wounded
Harms needs you to protect a group of fifteen wounded civilians as they head
towards a clinic. Occasionally the civilians will randomly collapse and lie
on the streets, so keep an eye on your radar to see if anyone's falling
behind and use Pulse Heal to revive them. Similarly, make sure no one gets
stuck in a corner or something otherwise you'll lose them as well.
At the clinic, you'll find all of the medics have been killed and a group of
First Drones are waiting for you. Take them out, and Harms will tell you to
bring them somewhere else. On the way there, a Giant Conduit will attack you,
but he only attacks Cole so the civilians will have no problem staying alive.
When the Conduit's dead, continue towards the marker, but stick to the main
streets to avoid getting the civilians stuck in the tight spaces. When you
reach the marker the cops will take them in and the mission will end.
004.33 - Evil Missions
Evil mission icons are red on your radar and, as the name implies, should
only be completed by Evil characters since you gain Evil Karma for completing
them. There are five Evil side missions in the Historic District.
004.3301 - Angry Mob
004.3302 - Death March
004.3303 - Minions
004.3304 - Rampage
004.3305 - Titanic Beatdown
004.3301 - Angry Mob
A group of protesters are out on the streets to display their disgust with
how you've abused your powers, and they have a group of police officers
stationed on the streets and on the rooftops to protect them.
From the roof of the building you're on, use megawatt hammers and precision
shots to wipe out the police on the rooftops, and then deal with the ones on
the street. Without the cops to protect them, the protesters are sitting
ducks, so use more megawatt hammers or a lightning storm to take them all
out.
004.3302 - Death March
This mission is essentially the Evil counterpart of the Good side mission
Walk the Dogs. When you reach the marker, you'll find a group of First Sons
that you must lead to the park.
Zap one of the First Sons to get them moving, and hit another one with a
lightning bolt to make them move faster. Eventually, two of them will find
the courage to attack you by picking up rocks and throwing them at you, but
their pitiful attacks are nothing compared to your own powers. Hit them with
a blast of electricity to put them back in their place, and then continue
leading the group through the city. Don't worry about the other two First
Sons, they'll just drop to the ground and wait for you to finish dealing with
their comrades.
Later on, another pair will attempt to make a break for it and escape. As
before, the remaining First Sons will be fine, so chase the others down and
zap them into submission. Once they give in, the other two will waddle over
and the group will head towards the park again.
When you reach your destination, all that's left to do is murder them. Be
quick and ruthless here, a megawatt hammer or lightning storm will wipe them
out without a problem.
004.3303 - Minions
Sasha will present you will a group of civilians that have been doused in the
mind-altering tar, and with their help you must kill a dozen First Sons.
Obviously you're going to be doing most of the fighting, but the civilians do
make a nice distraction, allowing you to lob grenades without drawing all of
the attention. When they're all dead the mission will end.
004.3304 - Rampage
The name of the mission is "Rampage", so feel free to go crazy here. Kill
pedestrians and destroy cars to boost your chaos meter. When it becomes full,
a group of First Sons will show up, so kill them as well to complete the
mission.
004.3305 - Titanic Beatdown
This is essentially the same mission as Titanic Justice, but not you're
killing the Dust Men and First Sons for the sake of killing something. Let
them battle it out while you head around the side so that the entire group is
in a straight line in front of you, and then use a lightning storm to take
out as many of them as you can in a single blow. The Golems are really the
only enemies that will give you problems, but the lightning storm should
weaken them enough that a barrage of megawatt hammers will bring them down.
When they're out of action, clean up any remaining enemies to finish the
mission.